uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightMap;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 col;
  vec4 light;
  vec2 tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz);
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_LightMap, tmpvar_1.zw);
  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)));
  vec4 tmpvar_5;
  tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_5;
  light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
  vec4 c;
  c.xyz = (tmpvar_3 * light.xyz);
  c.w = (tmpvar_4.w * _Color.w);
  col = c;
  col.xyz = (c.xyz + (tmpvar_4.xyz * tmpvar_3));
  gl_FragData[0] = col;
}

