uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 col_2;
  vec4 light_3;
  vec2 tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
  vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_5 * _Color);
  vec4 normal_7;
  normal_7.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
  normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x)) - (normal_7.y * normal_7.y)));
  vec4 tmpvar_8;
  tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_3.w = tmpvar_8.w;
  light_3.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
  vec4 c_9;
  float tmpvar_10;
  tmpvar_10 = (tmpvar_8.w * tmpvar_5.w);
  c_9.xyz = ((tmpvar_6.xyz * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * tmpvar_10));
  c_9.w = (tmpvar_6.w + (tmpvar_10 * _SpecColor.w));
  col_2.w = c_9.w;
  col_2.xyz = (c_9.xyz + (tmpvar_6.xyz * texture2D (_Illum, tmpvar_1.zw).w));
  gl_FragData[0] = col_2;
}

