uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xyz;
  vec4 light_2;
  float x_3;
  x_3 = (fract(((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5);
  if ((x_3 < 0.0)) {
    discard;
  };
  vec4 tmpvar_4;
  tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_2.w = tmpvar_4.w;
  light_2.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
  vec4 c_5;
  c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
  c_5.w = 0.0;
  gl_FragData[0] = c_5;
}

