uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _DecalTex; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light; vec4 c; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, tmpvar_1.xy); c = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_DecalTex, tmpvar_1.zw); c.xyz = mix (tmpvar_2.xyz, tmpvar_3.xyz, tmpvar_3.www); vec4 tmpvar_4; tmpvar_4 = (c * _Color); c = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_5; light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz); vec4 c_i0; c_i0.xyz = (tmpvar_4.xyz * light.xyz); c_i0.w = tmpvar_4.w; gl_FragData[0] = c_i0; }