uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform samplerCube _Cube; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 tmpvar_3; tmpvar_3 = gl_TexCoord[3]; vec4 tmpvar_4; tmpvar_4 = gl_TexCoord[4]; vec3 tmpvar_5; tmpvar_5 = gl_TexCoord[5].xyz; vec4 col; vec4 light; vec3 tmpvar_6; tmpvar_6.x = tmpvar_2.w; tmpvar_6.y = tmpvar_3.w; tmpvar_6.z = tmpvar_4.w; vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, tmpvar_1.xy); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); vec3 tmpvar_8; tmpvar_8 = normal.xyz; vec3 tmpvar_9; tmpvar_9.x = dot (tmpvar_2.xyz, tmpvar_8); tmpvar_9.y = dot (tmpvar_3.xyz, tmpvar_8); tmpvar_9.z = dot (tmpvar_4.xyz, tmpvar_8); vec4 tmpvar_10; tmpvar_10 = (textureCube (_Cube, reflect (tmpvar_6, tmpvar_9)) * tmpvar_7.w); vec4 tmpvar_11; tmpvar_11 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_11; light.xyz = (tmpvar_11.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_5.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_5.xy).xyz), vec3(clamp (tmpvar_5.z, 0.0, 1.0)))); vec4 c_i0; c_i0.xyz = ((tmpvar_7 * _Color).xyz * light.xyz); c_i0.w = (tmpvar_10.w * _ReflectColor.w); col = c_i0; col.xyz = (c_i0.xyz + (tmpvar_10.xyz * _ReflectColor.xyz)); gl_FragData[0] = col; }