uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform vec4 _Color; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[2].xyz; vec4 light; vec4 tmpvar_2; tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 tmpvar_3; tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_3; light.xyz = (tmpvar_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0)))); vec4 c_i0; c_i0.xyz = (tmpvar_2.xyz * light.xyz); c_i0.w = tmpvar_2.w; gl_FragData[0] = c_i0; }