uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 light;
  vec2 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 normal;
  normal.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
  normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
  vec4 tmpvar_3;
  tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_3;
  light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
  vec4 c_i0;
  c_i0.xyz = (tmpvar_2.xyz * light.xyz);
  c_i0.w = tmpvar_2.w;
  gl_FragData[0] = c_i0;
}

