uniform vec4 _Color; uniform sampler2D _DecalTex; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform vec4 unity_Ambient; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light_2; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); c_3.w = tmpvar_4.w; vec4 tmpvar_5; tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw); c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www); c_3 = (c_3 * _Color); light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1]))); light_2.xyz = (light_2.xyz + unity_Ambient.xyz); vec4 c_6; c_6.xyz = (c_3.xyz * light_2.xyz); c_6.w = c_3.w; gl_FragData[0] = c_6; } // stats: 6 alu 3 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: unity_Ambient (high float) 4x1 [-1] // textures: 3 // #0: _DecalTex (high 2d) 0x0 [-1] // #1: _LightBuffer (high 2d) 0x0 [-1] // #2: _MainTex (high 2d) 0x0 [-1]