uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xyz;
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[3].xyz;
  vec4 light_3;
  float x_4;
  x_4 = (fract((
    (tmpvar_1.y + (tmpvar_1.z * 0.1))
   * 5.0)) - 0.5);
  if ((x_4 < 0.0)) {
    discard;
  };
  light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
  light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
  vec4 c_5;
  c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz);
  c_5.w = 0.0;
  gl_FragData[0] = c_5;
}


// stats: 15 alu 5 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// textures: 4
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
//  #2: unity_Lightmap (high 2d) 0x0 [-1]
//  #3: unity_LightmapInd (high 2d) 0x0 [-1]
