uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _LightMap; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 col_2; vec4 light_3; vec3 tmpvar_4; tmpvar_4 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz); vec4 tmpvar_5; tmpvar_5 = texture2D (_LightMap, tmpvar_1.zw); light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_3.xyz = (light_3.xyz + unity_Ambient.xyz); vec4 c_6; c_6.xyz = (tmpvar_4 * light_3.xyz); c_6.w = (tmpvar_5.w * _Color.w); col_2.w = c_6.w; col_2.xyz = (c_6.xyz + (tmpvar_5.xyz * tmpvar_4)); gl_FragData[0] = col_2; } // stats: 8 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: unity_Ambient (high float) 4x1 [-1] // textures: 3 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _LightMap (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]