uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.w = tmpvar_3.w;
  light_2.xyz = (tmpvar_3.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_4;
  c_4.xyz = (gl_TexCoord[0].xyz * light_2.xyz);
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}

