uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xyz; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[2]; vec4 light; vec2 tmpvar_3; tmpvar_3 = gl_TexCoord[0].xy; float x; x = (fract (((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5); if ((x < 0.0)) { discard; }; vec4 tmpvar_4; tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, tmpvar_2))); light = tmpvar_4; light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz); vec4 c; c.xyz = (texture2D (_MainTex, tmpvar_3).xyz * light.xyz); c.w = 0.0; gl_FragData[0] = c; }