uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[2].xyz;
  vec4 col_3;
  vec4 light_4;
  vec4 c_5;
  c_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
  light_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_4.xyz = (light_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
  vec4 c_6;
  c_6.xyz = (c_5.xyz * light_4.xyz);
  c_6.w = c_5.w;
  col_3.w = c_6.w;
  col_3.xyz = (c_6.xyz + (c_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
  gl_FragData[0] = col_3;
}


// stats: 11 alu 5 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
// textures: 5
//  #0: _Illum (high 2d) 0x0 [-1]
//  #1: _LightBuffer (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
//  #3: unity_Lightmap (high 2d) 0x0 [-1]
//  #4: unity_LightmapInd (high 2d) 0x0 [-1]
