uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 col_1;
  vec4 light_2;
  vec4 reflcol_3;
  vec4 tmpvar_4;
  tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
  reflcol_3 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_4.w);
  light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
  vec4 c_5;
  c_5.xyz = ((tmpvar_4 * _Color).xyz * light_2.xyz);
  c_5.w = (reflcol_3.w * _ReflectColor.w);
  col_1.w = c_5.w;
  col_1.xyz = (c_5.xyz + (reflcol_3.xyz * _ReflectColor.xyz));
  gl_FragData[0] = col_1;
}


// stats: 9 alu 3 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _ReflectColor (high float) 4x1 [-1]
//  #2: unity_Ambient (high float) 4x1 [-1]
// textures: 3
//  #0: _Cube (high cube) 0x0 [-1]
//  #1: _LightBuffer (high 2d) 0x0 [-1]
//  #2: _MainTex (high 2d) 0x0 [-1]
