uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; 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); float tmpvar_4; tmpvar_4 = (tmpvar_3.w * _Color.w); float x_5; x_5 = (tmpvar_4 - _Cutoff); if ((x_5 < 0.0)) { discard; }; vec4 tmpvar_6; tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_6.w; light_2.xyz = (tmpvar_6.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_7; float tmpvar_8; tmpvar_8 = (tmpvar_6.w * tmpvar_3.w); c_7.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_8)); c_7.w = (tmpvar_4 + (tmpvar_8 * _SpecColor.w)); gl_FragData[0] = c_7; }