uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 tmpvar_2;
  tmpvar_2 = gl_TexCoord[2];
  vec4 tmpvar_3;
  tmpvar_3 = gl_TexCoord[3];
  vec4 tmpvar_4;
  tmpvar_4 = gl_TexCoord[4];
  vec3 tmpvar_5;
  tmpvar_5 = gl_TexCoord[5].xyz;
  vec4 col_6;
  vec4 light_7;
  vec3 tmpvar_8;
  tmpvar_8.x = tmpvar_2.w;
  tmpvar_8.y = tmpvar_3.w;
  tmpvar_8.z = tmpvar_4.w;
  vec4 reflcol_9;
  vec4 tmpvar_10;
  tmpvar_10 = texture2D (_MainTex, tmpvar_1.xy);
  vec4 normal_11;
  normal_11.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
  normal_11.z = sqrt(((1.0 - 
    (normal_11.x * normal_11.x)
  ) - (normal_11.y * normal_11.y)));
  vec3 tmpvar_12;
  tmpvar_12.x = dot (tmpvar_2.xyz, normal_11.xyz);
  tmpvar_12.y = dot (tmpvar_3.xyz, normal_11.xyz);
  tmpvar_12.z = dot (tmpvar_4.xyz, normal_11.xyz);
  reflcol_9 = (textureCube (_Cube, (tmpvar_8 - (2.0 * 
    (dot (tmpvar_12, tmpvar_8) * tmpvar_12)
  ))) * tmpvar_10.w);
  light_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_7.xyz = (light_7.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_5.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_5.xy).xyz), vec3(clamp (tmpvar_5.z, 0.0, 1.0))));
  vec4 c_13;
  c_13.xyz = ((tmpvar_10 * _Color).xyz * light_7.xyz);
  c_13.w = (reflcol_9.w * _ReflectColor.w);
  col_6.w = c_13.w;
  col_6.xyz = (c_13.xyz + (reflcol_9.xyz * _ReflectColor.xyz));
  gl_FragData[0] = col_6;
}


// stats: 27 alu 6 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [6] loc 4
// uniforms: 2 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _ReflectColor (high float) 4x1 [-1]
// textures: 6
//  #0: _BumpMap (high 2d) 0x0 [-1]
//  #1: _Cube (high cube) 0x0 [-1]
//  #2: _LightBuffer (high 2d) 0x0 [-1]
//  #3: _MainTex (high 2d) 0x0 [-1]
//  #4: unity_Lightmap (high 2d) 0x0 [-1]
//  #5: unity_LightmapInd (high 2d) 0x0 [-1]