uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1];
  vec4 light_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_Control, tmpvar_1.xy);
  vec4 tmpvar_5;
  tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3])));
  light_3.w = tmpvar_5.w;
  light_3.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
  vec4 c_6;
  c_6.xyz = (((((tmpvar_4.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_4.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_4.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_4.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light_3.xyz);
  c_6.w = 0.0;
  gl_FragData[0] = c_6;
}

