uniform sampler2D _Control; uniform sampler2D _LightBuffer; uniform sampler2D _Splat0; uniform sampler2D _Splat1; uniform sampler2D _Splat2; uniform sampler2D _Splat3; uniform sampler2D unity_Lightmap; uniform sampler2D unity_LightmapInd; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 tmpvar_2; tmpvar_2 = gl_TexCoord[1]; vec3 tmpvar_3; tmpvar_3 = gl_TexCoord[4].xyz; vec4 light_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Control, tmpvar_1.xy); vec4 tmpvar_6; tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3]))); light_4.w = tmpvar_6.w; light_4.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_3.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_3.xy).xyz), vec3(clamp (tmpvar_3.z, 0.0, 1.0)))); vec4 c_7; c_7.xyz = ((( ((tmpvar_5.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_5.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_5.z * texture2D (_Splat2, tmpvar_2.zw).xyz) ) + (tmpvar_5.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light_4.xyz); c_7.w = 0.0; gl_FragData[0] = c_7; } // inputs: 1, stats: 16 alu 8 tex 0 flow