uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _DecalTex;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 light_2;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  c_3.w = tmpvar_4.w;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
  c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
  vec4 tmpvar_6;
  tmpvar_6 = (c_3 * _Color);
  c_3 = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.w = tmpvar_7.w;
  light_2.xyz = (tmpvar_7.xyz + unity_Ambient.xyz);
  vec4 c_8;
  c_8.xyz = (tmpvar_6.xyz * light_2.xyz);
  c_8.w = tmpvar_6.w;
  gl_FragData[0] = c_8;
}

