uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 light_1; vec2 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 normal_4; normal_4.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0); normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y))); float x_5; x_5 = (tmpvar_3.w - _Cutoff); if ((x_5 < 0.0)) { discard; }; vec4 tmpvar_6; tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_1.w = tmpvar_6.w; light_1.xyz = (tmpvar_6.xyz + unity_Ambient.xyz); vec4 c_7; c_7.xyz = (tmpvar_3.xyz * light_1.xyz); c_7.w = tmpvar_3.w; gl_FragData[0] = c_7; }