uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec4 tmpvar_3; tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.w = tmpvar_3.w; light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_4; c_4.xyz = (texture2D (_MainTex, ((tmpvar_1.xy / tmpvar_1.w) * vec2(2.0, 1.0))).xyz * light_2.xyz); c_4.w = 0.0; gl_FragData[0] = c_4; }