uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
  vec4 light_1;
  vec2 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 normal_4;
  normal_4.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
  normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y)));
  vec4 tmpvar_5;
  tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_1.w = tmpvar_5.w;
  light_1.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
  vec4 c_6;
  c_6.xyz = (tmpvar_3.xyz * light_1.xyz);
  c_6.w = tmpvar_3.w;
  gl_FragData[0] = c_6;
}

