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;
}

