uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.w = tmpvar_3.w;
  light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
  vec4 c_4;
  c_4.xyz = (texture2D (_MainTex, ((tmpvar_1.xy / tmpvar_1.w) * vec2(2.0, 1.0))).xyz * light_2.xyz);
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}

