uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 col_3; vec4 light_4; vec4 tmpvar_5; tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color); vec4 tmpvar_6; tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_4.w = tmpvar_6.w; light_4.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_7; c_7.xyz = (tmpvar_5.xyz * light_4.xyz); c_7.w = tmpvar_5.w; col_3.w = c_7.w; col_3.xyz = (c_7.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w)); gl_FragData[0] = col_3; } // inputs: 1, stats: 11 alu 5 tex 0 flow