uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light_2; vec2 tmpvar_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 normal_5; normal_5.xy = ((texture2D (_BumpMap, tmpvar_3).wy * 2.0) - 1.0); normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y))); vec4 tmpvar_6; tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_6.w; light_2.xyz = (tmpvar_6.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_7; float tmpvar_8; tmpvar_8 = (tmpvar_6.w * tmpvar_4.w); c_7.xyz = (((tmpvar_4.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_8)); c_7.w = ((tmpvar_4.w * _Color.w) + (tmpvar_8 * _SpecColor.w)); gl_FragData[0] = c_7; }