uniform vec4 _Color;
uniform sampler2D _DecalTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 light_2;
  vec4 c_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
  c_3.w = tmpvar_4.w;
  vec4 tmpvar_5;
  tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
  c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
  c_3 = (c_3 * _Color);
  light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
  vec4 c_6;
  c_6.xyz = (c_3.xyz * light_2.xyz);
  c_6.w = c_3.w;
  gl_FragData[0] = c_6;
}


// stats: 6 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 2 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: unity_Ambient (high float) 4x1 [-1]
// textures: 3
//  #0: _DecalTex (high 2d) 0x0 [-1]
//  #1: _LightBuffer (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
