uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 light;
  vec4 tmpvar_2;
  tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_2;
  light.xyz = (tmpvar_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
  vec4 c;
  c.xyz = (gl_TexCoord[0].xyz * light.xyz);
  c.w = 0.0;
  gl_FragData[0] = c;
}

