uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
void main ()
{
  vec4 light_1;
  vec4 tmpvar_2;
  tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
  float x_3;
  x_3 = (tmpvar_2.w - _Cutoff);
  if ((x_3 < 0.0)) {
    discard;
  };
  vec4 tmpvar_4;
  tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_1.w = tmpvar_4.w;
  light_1.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
  vec4 c_5;
  c_5.xyz = (tmpvar_2.xyz * light_1.xyz);
  c_5.w = tmpvar_2.w;
  gl_FragData[0] = c_5;
}

