2012-10-07 23:41:18 -04:00
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uniform vec4 _LightShadowData;
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2014-02-11 02:06:13 -05:00
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _ShadowMapTexture;
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2012-10-07 23:41:18 -04:00
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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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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[5].xyz;
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vec4 res_3;
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float x_4;
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2014-02-11 02:06:13 -05:00
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x_4 = (fract((
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(tmpvar_2.y + (tmpvar_2.z * 0.1))
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* 5.0)) - 0.5);
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2012-10-07 23:41:18 -04:00
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if ((x_4 < 0.0)) {
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discard;
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};
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vec4 tmpvar_5;
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tmpvar_5 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
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vec4 tmpvar_6;
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tmpvar_6.w = 1.0;
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2014-02-11 02:06:13 -05:00
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tmpvar_6.xyz = (((
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(gl_TexCoord[0].xyz * tmpvar_5.x)
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+
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(gl_TexCoord[1].xyz * tmpvar_5.y)
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) + (gl_TexCoord[2].xyz * tmpvar_5.z)) + (gl_TexCoord[3].xyz * tmpvar_5.w));
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2012-10-07 23:41:18 -04:00
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_ShadowMapTexture, tmpvar_6.xy);
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float tmpvar_8;
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if ((tmpvar_7.x < tmpvar_6.z)) {
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tmpvar_8 = _LightShadowData.x;
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} else {
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tmpvar_8 = 1.0;
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};
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res_3.x = clamp ((tmpvar_8 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
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res_3.y = 1.0;
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vec2 enc_9;
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vec2 tmpvar_10;
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2014-02-11 02:06:13 -05:00
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tmpvar_10 = fract((vec2(1.0, 255.0) * (1.0 -
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(tmpvar_1.xxxx * _ProjectionParams.w)
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).x));
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2012-10-07 23:41:18 -04:00
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enc_9.y = tmpvar_10.y;
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enc_9.x = (tmpvar_10.x - (tmpvar_10.y * 0.00392157));
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res_3.zw = enc_9;
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gl_FragData[0] = res_3;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 31 alu 2 tex 2 flow
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