uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 col_2; vec4 light_3; vec2 tmpvar_4; vec4 tmpvar_5; tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); vec4 normal_6; normal_6.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0); normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x) ) - (normal_6.y * normal_6.y))); vec4 tmpvar_7; tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_3.w = tmpvar_7.w; light_3.xyz = (tmpvar_7.xyz + unity_Ambient.xyz); vec4 c_8; c_8.xyz = (tmpvar_5.xyz * light_3.xyz); c_8.w = tmpvar_5.w; col_2.w = c_8.w; col_2.xyz = (c_8.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w)); gl_FragData[0] = col_2; } // inputs: 1, stats: 14 alu 4 tex 0 flow