uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; void main () { vec4 light_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); float x_3; x_3 = (tmpvar_2.w - _Cutoff); if ((x_3 < 0.0)) { discard; }; vec4 tmpvar_4; tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_1.w = tmpvar_4.w; light_1.xyz = (tmpvar_4.xyz + unity_Ambient.xyz); vec4 c_5; c_5.xyz = (tmpvar_2.xyz * light_1.xyz); c_5.w = tmpvar_2.w; gl_FragData[0] = c_5; }