uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _LightBuffer; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light; vec4 tmpvar_2; tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_2; light.xyz = (tmpvar_2.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; c.xyz = (gl_TexCoord[0].xyz * light.xyz); c.w = 0.0; gl_FragData[0] = c; }