uniform vec4 _Color; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 _SpecColor; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 tmpvar_4; tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_4.w; light_2.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_5; float tmpvar_6; tmpvar_6 = (tmpvar_4.w * tmpvar_3.w); c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_6)); c_5.w = ((tmpvar_3.w * _Color.w) + (tmpvar_6 * _SpecColor.w)); gl_FragData[0] = c_5; } // inputs: 1, stats: 16 alu 4 tex 0 flow