uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[5].xyz; vec4 col_6; vec4 light_7; vec3 tmpvar_8; tmpvar_8.x = tmpvar_2.w; tmpvar_8.y = tmpvar_3.w; tmpvar_8.z = tmpvar_4.w; vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal_10; normal_10.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal_10.z = sqrt(((1.0 - (normal_10.x * normal_10.x)) - (normal_10.y * normal_10.y))); vec3 tmpvar_11; tmpvar_11.x = dot (tmpvar_2.xyz, normal_10.xyz); tmpvar_11.y = dot (tmpvar_3.xyz, normal_10.xyz); tmpvar_11.z = dot (tmpvar_4.xyz, normal_10.xyz); vec4 tmpvar_12; tmpvar_12 = (textureCube (_Cube, (tmpvar_8 - (2.0 * (dot (tmpvar_11, tmpvar_8) * tmpvar_11)))) * tmpvar_9.w); vec4 tmpvar_13; tmpvar_13 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_7.w = tmpvar_13.w; light_7.xyz = (tmpvar_13.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_5.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_5.xy).xyz), vec3(clamp (tmpvar_5.z, 0.0, 1.0)))); vec4 c_14; c_14.xyz = ((tmpvar_9 * _Color).xyz * light_7.xyz); c_14.w = (tmpvar_12.w * _ReflectColor.w); col_6.w = c_14.w; col_6.xyz = (c_14.xyz + (tmpvar_12.xyz * _ReflectColor.xyz)); gl_FragData[0] = col_6; }