uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 col_2;
  vec4 light_3;
  vec4 c_4;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
  c_4 = (tmpvar_5 * _Color);
  light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
  vec4 c_6;
  float spec_7;
  spec_7 = (light_3.w * tmpvar_5.w);
  c_6.xyz = ((c_4.xyz * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_7));
  c_6.w = (c_4.w + (spec_7 * _SpecColor.w));
  col_2.w = c_6.w;
  col_2.xyz = (c_6.xyz + (c_4.xyz * texture2D (_Illum, tmpvar_1.zw).w));
  gl_FragData[0] = col_2;
}


// stats: 13 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _SpecColor (high float) 4x1 [-1]
//  #2: unity_Ambient (high float) 4x1 [-1]
// textures: 3
//  #0: _Illum (high 2d) 0x0 [-1]
//  #1: _LightBuffer (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]