uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Detail;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 light;
  vec4 tmpvar_2;
  tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_2;
  light.xyz = (tmpvar_2.xyz + unity_Ambient.xyz);
  vec4 c;
  c.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * light.xyz);
  c.w = 0.0;
  gl_FragData[0] = c;
}

