uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _LightMap; 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; vec3 tmpvar_5; tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz); vec4 tmpvar_6; tmpvar_6 = texture2D (_LightMap, tmpvar_1.zw); vec4 normal_7; normal_7.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0); normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x) ) - (normal_7.y * normal_7.y))); vec4 tmpvar_8; tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_3.w = tmpvar_8.w; light_3.xyz = (tmpvar_8.xyz + unity_Ambient.xyz); vec4 c_9; c_9.xyz = (tmpvar_5 * light_3.xyz); c_9.w = (tmpvar_6.w * _Color.w); col_2.w = c_9.w; col_2.xyz = (c_9.xyz + (tmpvar_6.xyz * tmpvar_5)); gl_FragData[0] = col_2; } // inputs: 1, stats: 15 alu 4 tex 0 flow