uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 light;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 tmpvar_3;
  tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_3;
  light.xyz = (tmpvar_3.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_i0;
  c_i0.xyz = (tmpvar_2.xyz * light.xyz);
  c_i0.w = tmpvar_2.w;
  gl_FragData[0] = c_i0;
}

