uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[3].xyz; vec4 light_3; float x_4; x_4 = (fract(( (tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x_4 < 0.0)) { discard; }; light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_3.xyz = (light_3.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_5; c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz); c_5.w = 0.0; gl_FragData[0] = c_5; } // stats: 15 alu 5 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // textures: 4 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1] // #2: unity_Lightmap (high 2d) 0x0 [-1] // #3: unity_LightmapInd (high 2d) 0x0 [-1]