2012-04-03 23:30:07 -04:00
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uniform sampler2D _ShadowMapTexture;
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uniform vec4 _ProjectionParams;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightShadowData;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[4].xy;
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2012-10-07 23:41:18 -04:00
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vec4 res_2;
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2012-04-03 23:30:07 -04:00
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vec4 tmpvar_3;
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2012-10-07 23:41:18 -04:00
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tmpvar_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
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2012-04-03 23:30:07 -04:00
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = ((((gl_TexCoord[0].xyz * tmpvar_3.x) + (gl_TexCoord[1].xyz * tmpvar_3.y)) + (gl_TexCoord[2].xyz * tmpvar_3.z)) + (gl_TexCoord[3].xyz * tmpvar_3.w));
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy);
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float tmpvar_6;
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if ((tmpvar_5.x < tmpvar_4.z)) {
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tmpvar_6 = _LightShadowData.x;
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} else {
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tmpvar_6 = 1.0;
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};
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2012-10-07 23:41:18 -04:00
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res_2.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
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res_2.y = 1.0;
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vec2 enc_7;
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vec2 tmpvar_8;
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tmpvar_8 = fract((vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x));
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enc_7.y = tmpvar_8.y;
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enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157));
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res_2.zw = enc_7;
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gl_FragData[0] = res_2;
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2012-04-03 23:30:07 -04:00
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}
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