uniform vec4 unity_Ambient; uniform vec4 _SpecColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 light_1; vec2 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); float tmpvar_4; tmpvar_4 = (tmpvar_3.w * _Color.w); vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y))); float x_6; x_6 = (tmpvar_4 - _Cutoff); if ((x_6 < 0.0)) { discard; }; vec4 tmpvar_7; tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_1.w = tmpvar_7.w; light_1.xyz = (tmpvar_7.xyz + unity_Ambient.xyz); vec4 c_8; float tmpvar_9; tmpvar_9 = (tmpvar_7.w * tmpvar_3.w); c_8.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * tmpvar_9)); c_8.w = (tmpvar_4 + (tmpvar_9 * _SpecColor.w)); gl_FragData[0] = c_8; }