uniform sampler2D unity_LightmapInd; uniform sampler2D unity_Lightmap; uniform vec4 _SpecColor; uniform sampler2D _MainTex; uniform sampler2D _LightBuffer; uniform float _Cutoff; uniform vec4 _Color; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[1]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[2].xyz; vec4 light; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); vec3 tmpvar_4; tmpvar_4 = (tmpvar_3.xyz * _Color.xyz); float tmpvar_5; tmpvar_5 = (tmpvar_3.w * _Color.w); float x; x = (tmpvar_5 - _Cutoff); if ((x < 0.0)) { discard; }; vec4 tmpvar_6; tmpvar_6 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1))); light = tmpvar_6; light.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0)))); vec4 c; float tmpvar_7; tmpvar_7 = (tmpvar_6.w * tmpvar_3.w); c.xyz = ((tmpvar_4 * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_7)); c.w = (tmpvar_5 + (tmpvar_7 * _SpecColor.w)); gl_FragData[0] = c; }