uniform vec4 unity_Ambient; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; uniform sampler2D _BumpMap; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; vec4 light; vec2 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); vec4 normal; normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0); normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y))); 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 + unity_Ambient.xyz); vec4 c_i0; c_i0.xyz = (tmpvar_3.xyz * light.xyz); c_i0.w = tmpvar_3.w; gl_FragData[0] = c_i0; }