uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 light_2; float x_3; x_3 = (fract(((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x_3 < 0.0)) { discard; }; vec4 tmpvar_4; tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2]))); light_2.w = tmpvar_4.w; light_2.xyz = (tmpvar_4.xyz + unity_Ambient.xyz); vec4 c_5; c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz); c_5.w = 0.0; gl_FragData[0] = c_5; }