uniform vec4 unity_Ambient;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
  vec4 col;
  vec4 light;
  vec4 tmpvar_1;
  tmpvar_1 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light = tmpvar_1;
  light.xyz = (tmpvar_1.xyz + unity_Ambient.xyz);
  vec4 c;
  c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz);
  c.w = 0.0;
  col = c;
  col.xyz = (c.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize (gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
  gl_FragData[0] = col;
}

