uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; void main () { vec4 col_1; vec4 light_2; vec4 reflcol_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); reflcol_3 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_4.w); light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.xyz = (light_2.xyz + unity_Ambient.xyz); vec4 c_5; float spec_6; spec_6 = (light_2.w * tmpvar_4.w); c_5.xyz = (((tmpvar_4 * _Color).xyz * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_6)); c_5.w = ((reflcol_3.w * _ReflectColor.w) + (spec_6 * _SpecColor.w)); col_1.w = c_5.w; col_1.xyz = (c_5.xyz + (reflcol_3.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_1; } // stats: 15 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _ReflectColor (high float) 4x1 [-1] // #2: _SpecColor (high float) 4x1 [-1] // #3: unity_Ambient (high float) 4x1 [-1] // textures: 3 // #0: _Cube (high cube) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]