uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 col_2; vec4 light_3; vec4 c_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy); c_4 = (tmpvar_5 * _Color); light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_3.xyz = (light_3.xyz + unity_Ambient.xyz); vec4 c_6; float spec_7; spec_7 = (light_3.w * tmpvar_5.w); c_6.xyz = ((c_4.xyz * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_7)); c_6.w = (c_4.w + (spec_7 * _SpecColor.w)); col_2.w = c_6.w; col_2.xyz = (c_6.xyz + (c_4.xyz * texture2D (_Illum, tmpvar_1.zw).w)); gl_FragData[0] = col_2; } // stats: 13 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _SpecColor (high float) 4x1 [-1] // #2: unity_Ambient (high float) 4x1 [-1] // textures: 3 // #0: _Illum (high 2d) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]