uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 light; vec2 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec4 tmpvar_3; tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_3; light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_i0; c_i0.xyz = (tmpvar_2.xyz * light.xyz); c_i0.w = tmpvar_2.w; gl_FragData[0] = c_i0; }