uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1];
  vec4 light;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_Control, tmpvar_1.xy);
  vec4 tmpvar_4;
  tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[3])));
  light = tmpvar_4;
  light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
  vec4 c;
  c.xyz = (((((tmpvar_3.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_3.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_3.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_3.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light.xyz);
  c.w = 0.0;
  gl_FragData[0] = c;
}

