uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 col_3; vec4 light_4; vec4 c_5; c_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); light_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_4.xyz = (light_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_6; c_6.xyz = (c_5.xyz * light_4.xyz); c_6.w = c_5.w; col_3.w = c_6.w; col_3.xyz = (c_6.xyz + (c_5.xyz * texture2D (_Illum, tmpvar_1.zw).w)); gl_FragData[0] = col_3; } // stats: 11 alu 5 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 5 // #0: _Illum (high 2d) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1] // #3: unity_Lightmap (high 2d) 0x0 [-1] // #4: unity_LightmapInd (high 2d) 0x0 [-1]