uniform sampler2D _Control; uniform sampler2D _LightBuffer; uniform sampler2D _Splat0; uniform sampler2D _Splat1; uniform sampler2D _Splat2; uniform sampler2D _Splat3; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec4 light_3; vec3 col_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Control, tmpvar_1.xy); col_4 = (tmpvar_5.x * texture2D (_Splat0, tmpvar_1.zw).xyz); col_4 = (col_4 + (tmpvar_5.y * texture2D (_Splat1, tmpvar_2.xy).xyz)); col_4 = (col_4 + (tmpvar_5.z * texture2D (_Splat2, tmpvar_2.zw).xyz)); col_4 = (col_4 + (tmpvar_5.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)); light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3]))); light_3.xyz = (light_3.xyz + unity_Ambient.xyz); vec4 c_6; c_6.xyz = (col_4 * light_3.xyz); c_6.w = 0.0; gl_FragData[0] = c_6; } // stats: 12 alu 6 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 1 (total size: 0) // #0: unity_Ambient (high float) 4x1 [-1] // textures: 6 // #0: _Control (high 2d) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _Splat0 (high 2d) 0x0 [-1] // #3: _Splat1 (high 2d) 0x0 [-1] // #4: _Splat2 (high 2d) 0x0 [-1] // #5: _Splat3 (high 2d) 0x0 [-1]