uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0];
  vec4 light_2;
  vec2 uv_3;
  uv_3 = (tmpvar_1.xy / tmpvar_1.w);
  uv_3 = (uv_3 * vec2(2.0, 1.0));
  light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
  vec4 c_4;
  c_4.xyz = (texture2D (_MainTex, uv_3).xyz * light_2.xyz);
  c_4.w = 0.0;
  gl_FragData[0] = c_4;
}


// stats: 7 alu 2 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
//  #0: unity_Ambient (high float) 4x1 [-1]
// textures: 2
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
