uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec2 uv_3; uv_3 = (tmpvar_1.xy / tmpvar_1.w); uv_3 = (uv_3 * vec2(2.0, 1.0)); light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.xyz = (light_2.xyz + unity_Ambient.xyz); vec4 c_4; c_4.xyz = (texture2D (_MainTex, uv_3).xyz * light_2.xyz); c_4.w = 0.0; gl_FragData[0] = c_4; } // stats: 7 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 1 (total size: 0) // #0: unity_Ambient (high float) 4x1 [-1] // textures: 2 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]