uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; void main () { vec4 light_1; vec4 c_2; c_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); float x_3; x_3 = (c_2.w - _Cutoff); if ((x_3 < 0.0)) { discard; }; light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_1.xyz = (light_1.xyz + unity_Ambient.xyz); vec4 c_4; c_4.xyz = (c_2.xyz * light_1.xyz); c_4.w = c_2.w; gl_FragData[0] = c_4; } // stats: 7 alu 3 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 3 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: unity_Ambient (high float) 4x1 [-1] // textures: 2 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]