uniform vec4 unity_Ambient;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform samplerCube _Cube;
uniform vec4 _Color;
void main ()
{
  vec4 col_1;
  vec4 light_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  vec4 tmpvar_4;
  tmpvar_4 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_3.w);
  vec4 tmpvar_5;
  tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_2.w = tmpvar_5.w;
  light_2.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
  vec4 c_6;
  c_6.xyz = ((tmpvar_3 * _Color).xyz * light_2.xyz);
  c_6.w = (tmpvar_4.w * _ReflectColor.w);
  col_1.w = c_6.w;
  col_1.xyz = (c_6.xyz + (tmpvar_4.xyz * _ReflectColor.xyz));
  gl_FragData[0] = col_1;
}

