uniform vec4 unity_Ambient;
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) * _Color);
  vec4 normal_6;
  normal_6.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
  normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
  vec4 tmpvar_7;
  tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_3.w = tmpvar_7.w;
  light_3.xyz = (tmpvar_7.xyz + unity_Ambient.xyz);
  vec4 c_8;
  c_8.xyz = (tmpvar_5.xyz * light_3.xyz);
  c_8.w = tmpvar_5.w;
  col_2.w = c_8.w;
  col_2.xyz = (c_8.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
  gl_FragData[0] = col_2;
}

