uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform sampler2D _Detail; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 light; vec4 tmpvar_2; tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1]))); light = tmpvar_2; light.xyz = (tmpvar_2.xyz + unity_Ambient.xyz); vec4 c; c.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * light.xyz); c.w = 0.0; gl_FragData[0] = c; }