uniform vec4 _Color; uniform float _Cutoff; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; void main () { vec4 light_1; float tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); tmpvar_2 = (tmpvar_3.w * _Color.w); float x_4; x_4 = (tmpvar_2 - _Cutoff); if ((x_4 < 0.0)) { discard; }; light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_1.xyz = (light_1.xyz + unity_Ambient.xyz); vec4 c_5; float spec_6; spec_6 = (light_1.w * tmpvar_3.w); c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * spec_6)); c_5.w = (tmpvar_2 + (spec_6 * _SpecColor.w)); gl_FragData[0] = c_5; } // stats: 14 alu 3 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 4 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _Cutoff (high float) 1x1 [-1] // #2: _SpecColor (high float) 4x1 [-1] // #3: unity_Ambient (high float) 4x1 [-1] // textures: 2 // #0: _LightBuffer (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]