uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1];
  vec4 light;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
  float x;
  x = (tmpvar_2.w - _Cutoff);
  if ((x < 0.0)) {
    discard;
  };
  vec4 tmpvar_3;
  tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, tmpvar_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;
}

