uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
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 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
  vec4 tmpvar_6;
  tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_4.w = tmpvar_6.w;
  light_4.xyz = (tmpvar_6.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_7;
  c_7.xyz = (tmpvar_5.xyz * light_4.xyz);
  c_7.w = tmpvar_5.w;
  col_3.w = c_7.w;
  col_3.xyz = (c_7.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
  gl_FragData[0] = col_3;
}

