uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Illum; uniform vec4 _Color; 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); vec4 tmpvar_6; tmpvar_6 = (tmpvar_5 * _Color); vec4 tmpvar_7; tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_4.w = tmpvar_7.w; light_4.xyz = (tmpvar_7.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_8; float tmpvar_9; tmpvar_9 = (tmpvar_7.w * tmpvar_5.w); c_8.xyz = ((tmpvar_6.xyz * light_4.xyz) + ((light_4.xyz * _SpecColor.xyz) * tmpvar_9)); c_8.w = (tmpvar_6.w + (tmpvar_9 * _SpecColor.w)); col_3.w = c_8.w; col_3.xyz = (c_8.xyz + (tmpvar_6.xyz * texture2D (_Illum, tmpvar_1.zw).w)); gl_FragData[0] = col_3; }