uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
  vec4 light_1;
  vec4 c_2;
  c_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
  float x_3;
  x_3 = (c_2.w - _Cutoff);
  if ((x_3 < 0.0)) {
    discard;
  };
  light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
  light_1.xyz = (light_1.xyz + unity_Ambient.xyz);
  vec4 c_4;
  c_4.xyz = (c_2.xyz * light_1.xyz);
  c_4.w = c_2.w;
  gl_FragData[0] = c_4;
}


// stats: 7 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
//  #1: _Cutoff (high float) 1x1 [-1]
//  #2: unity_Ambient (high float) 4x1 [-1]
// textures: 2
//  #0: _LightBuffer (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
