uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _DecalTex; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); c_3.w = tmpvar_4.w; vec4 tmpvar_5; tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw); c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www); vec4 tmpvar_6; tmpvar_6 = (c_3 * _Color); c_3 = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_7.w; light_2.xyz = (tmpvar_7.xyz + unity_Ambient.xyz); vec4 c_8; c_8.xyz = (tmpvar_6.xyz * light_2.xyz); c_8.w = tmpvar_6.w; gl_FragData[0] = c_8; }