uniform vec4 _Color; uniform samplerCube _Cube; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _ReflectColor; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; void main () { vec4 col_1; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 tmpvar_4; tmpvar_4 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_3.w); vec4 tmpvar_5; tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.w = tmpvar_5.w; light_2.xyz = (tmpvar_5.xyz + unity_Ambient.xyz); vec4 c_6; float tmpvar_7; tmpvar_7 = (tmpvar_5.w * tmpvar_3.w); c_6.xyz = (((tmpvar_3 * _Color).xyz * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_7)); c_6.w = ((tmpvar_4.w * _ReflectColor.w) + (tmpvar_7 * _SpecColor.w)); col_1.w = c_6.w; col_1.xyz = (c_6.xyz + (tmpvar_4.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_1; } // inputs: 1, stats: 15 alu 3 tex 0 flow