uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[2].xyz;
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  vec4 tmpvar_4;
  tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.w = tmpvar_4.w;
  light_2.xyz = (tmpvar_4.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_5;
  c_5.xyz = (tmpvar_3.xyz * light_2.xyz);
  c_5.w = tmpvar_3.w;
  gl_FragData[0] = c_5;
}

