#version 300 es
layout(location=0) out mediump vec4 _glesFragData[4];
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform sampler2D _MainTex;
in highp vec2 xlv_TEXCOORD0;
in highp vec4 xlv_TEXCOORD4;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mediump vec4 c_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture (_MainTex, xlv_TEXCOORD0);
  c_4 = tmpvar_5;
  tmpvar_2 = c_4.xyz;
  tmpvar_3 = ((c_4.xyz * 2.0) - 1.0);
  mediump mat3 tmpvar_6;
  tmpvar_6[uint(0)].x = 0.8164966;
  tmpvar_6[uint(0)].y = -0.4082483;
  tmpvar_6[uint(0)].z = -0.4082483;
  tmpvar_6[1u].x = 0.0;
  tmpvar_6[1u].y = 0.7071068;
  tmpvar_6[1u].z = -0.7071068;
  tmpvar_6[2u].x = 0.5773503;
  tmpvar_6[2u].y = 0.5773503;
  tmpvar_6[2u].z = 0.5773503;
  mediump vec3 normal_7;
  normal_7 = tmpvar_3;
  mediump vec3 scalePerBasisVector_8;
  mediump vec3 lm_9;
  lowp vec3 tmpvar_10;
  tmpvar_10 = (2.0 * texture (unity_Lightmap, xlv_TEXCOORD4.xy).xyz);
  lm_9 = tmpvar_10;
  lowp vec3 tmpvar_11;
  tmpvar_11 = (2.0 * texture (unity_LightmapInd, xlv_TEXCOORD4.xy).xyz);
  scalePerBasisVector_8 = tmpvar_11;
  lm_9 = (lm_9 * dot (clamp (
    (tmpvar_6 * normal_7)
  , 0.0, 1.0), scalePerBasisVector_8));
  c_1.xyz = (tmpvar_2 * lm_9);
  c_1.w = 1.0;
  _glesFragData[0] = c_1;
}


// stats: 19 alu 3 tex 0 flow
// inputs: 2
//  #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
//  #1: xlv_TEXCOORD4 (high float) 4x1 [-1]
// textures: 3
//  #0: unity_Lightmap (low 2d) 0x0 [-1]
//  #1: unity_LightmapInd (low 2d) 0x0 [-1]
//  #2: _MainTex (low 2d) 0x0 [-1]
