uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 light_1;
  float tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  tmpvar_2 = (tmpvar_3.w * _Color.w);
  float x_4;
  x_4 = (tmpvar_2 - _Cutoff);
  if ((x_4 < 0.0)) {
    discard;
  };
  light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_1.xyz = (light_1.xyz + unity_Ambient.xyz);
  vec4 c_5;
  float spec_6;
  spec_6 = (light_1.w * tmpvar_3.w);
  c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * spec_6));
  c_5.w = (tmpvar_2 + (spec_6 * _SpecColor.w));
  gl_FragData[0] = c_5;
}


// stats: 14 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 4 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: _SpecColor (high float) 4x1 [-1]
//  #3: unity_Ambient (high float) 4x1 [-1]
// textures: 2
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
