uniform vec4 unity_Ambient; uniform sampler2D _Splat3; uniform sampler2D _Splat2; uniform sampler2D _Splat1; uniform sampler2D _Splat0; uniform sampler2D _LightBuffer; uniform sampler2D _Control; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec4 light; vec4 tmpvar_3; tmpvar_3 = texture2D (_Control, tmpvar_1.xy); vec4 tmpvar_4; tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[3]))); light = tmpvar_4; light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz); vec4 c; c.xyz = (((((tmpvar_3.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_3.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_3.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_3.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light.xyz); c.w = 0.0; gl_FragData[0] = c; }