uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 light; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); float x; x = (tmpvar_3.w - _Cutoff); if ((x < 0.0)) { discard; }; vec4 tmpvar_4; tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1))); light = tmpvar_4; light.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c_i0; c_i0.xyz = (tmpvar_3.xyz * light.xyz); c_i0.w = tmpvar_3.w; gl_FragData[0] = c_i0; }