uniform vec4 unity_Ambient; uniform vec4 _SpecColor; uniform vec4 _ReflectColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform samplerCube _Cube; uniform vec4 _Color; void main () { vec4 col; vec4 light; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy); vec4 tmpvar_2; tmpvar_2 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_1.w); vec4 tmpvar_3; tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2]))); light = tmpvar_3; light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz); vec4 c_i0; float tmpvar_4; tmpvar_4 = (tmpvar_3.w * tmpvar_1.w); c_i0.xyz = (((tmpvar_1 * _Color).xyz * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_4)); c_i0.w = ((tmpvar_2.w * _ReflectColor.w) + (tmpvar_4 * _SpecColor.w)); col = c_i0; col.xyz = (c_i0.xyz + (tmpvar_2.xyz * _ReflectColor.xyz)); gl_FragData[0] = col; }