uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; vec4 light; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color); float x; x = (tmpvar_2.w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 tmpvar_3; tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1))); light = tmpvar_3; light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_i0; c_i0.xyz = (tmpvar_2.xyz * light.xyz); c_i0.w = tmpvar_2.w; gl_FragData[0] = c_i0; }