uniform sampler2D _Control; uniform sampler2D _LightBuffer; uniform sampler2D _Splat0; uniform sampler2D _Splat1; uniform sampler2D _Splat2; uniform sampler2D _Splat3; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[4].xyz; vec4 light_4; vec3 col_5; vec4 tmpvar_6; tmpvar_6 = texture2D (_Control, tmpvar_1.xy); col_5 = (tmpvar_6.x * texture2D (_Splat0, tmpvar_1.zw).xyz); col_5 = (col_5 + (tmpvar_6.y * texture2D (_Splat1, tmpvar_2.xy).xyz)); col_5 = (col_5 + (tmpvar_6.z * texture2D (_Splat2, tmpvar_2.zw).xyz)); col_5 = (col_5 + (tmpvar_6.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)); light_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3]))); light_4.xyz = (light_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_3.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_3.xy).xyz), vec3(clamp (tmpvar_3.z, 0.0, 1.0)))); vec4 c_7; c_7.xyz = (col_5 * light_4.xyz); c_7.w = 0.0; gl_FragData[0] = c_7; } // stats: 16 alu 8 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // textures: 8 // #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] // #6: unity_Lightmap (high 2d) 0x0 [-1] // #7: unity_LightmapInd (high 2d) 0x0 [-1]