uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 light;
  vec2 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  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_4;
  tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light = tmpvar_4;
  light.xyz = (tmpvar_4.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;
  float tmpvar_5;
  tmpvar_5 = (tmpvar_4.w * tmpvar_3.w);
  c.xyz = (((tmpvar_3.xyz * _Color.xyz) * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_5));
  c.w = ((tmpvar_3.w * _Color.w) + (tmpvar_5 * _SpecColor.w));
  gl_FragData[0] = c;
}

