uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _LightBuffer; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_3.w; light_2.xyz = (tmpvar_3.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_4; c_4.xyz = (gl_TexCoord[0].xyz * light_2.xyz); c_4.w = 0.0; gl_FragData[0] = c_4; }