struct v2f { vec4 pos; vec2 uv; vec3 ray; }; uniform vec4 _ZBufferParams; uniform mat4 _View2Shadow3; uniform mat4 _View2Shadow2; uniform mat4 _View2Shadow1; uniform mat4 _View2Shadow; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform vec4 _LightShadowData; uniform sampler2D _CameraDepthTexture; float unitySampleShadow ( in vec4 eyePos_1 ) { float shadow_2; vec4 coord_3; vec4 weights_4; vec4 far_5; vec4 near_6; float z_7; vec3 sc3_8; vec3 sc2_9; vec3 sc1_10; vec3 sc0_11; vec3 tmpvar_12; tmpvar_12 = (_View2Shadow * eyePos_1).xyz; sc0_11 = tmpvar_12; vec3 tmpvar_13; tmpvar_13 = (_View2Shadow1 * eyePos_1).xyz; sc1_10 = tmpvar_13; vec3 tmpvar_14; tmpvar_14 = (_View2Shadow2 * eyePos_1).xyz; sc2_9 = tmpvar_14; vec3 tmpvar_15; tmpvar_15 = (_View2Shadow3 * eyePos_1).xyz; sc3_8 = tmpvar_15; float tmpvar_16; tmpvar_16 = eyePos_1.z; z_7 = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = vec4(z_7); bvec4 tmpvar_18; tmpvar_18 = greaterThanEqual (tmpvar_17, _LightSplitsNear); vec4 tmpvar_19; tmpvar_19 = vec4(tmpvar_18).xyzw; vec4 tmpvar_20; tmpvar_20 = tmpvar_19; near_6 = tmpvar_20; vec4 tmpvar_21; tmpvar_21 = vec4(z_7); bvec4 tmpvar_22; tmpvar_22 = lessThan (tmpvar_21, _LightSplitsFar); vec4 tmpvar_23; tmpvar_23 = vec4(tmpvar_22).xyzw; vec4 tmpvar_24; tmpvar_24 = tmpvar_23; far_5 = tmpvar_24; vec4 tmpvar_25; tmpvar_25 = (near_6 * far_5); weights_4 = tmpvar_25; vec4 tmpvar_26; tmpvar_26.w = 1.0; tmpvar_26.xyz = ((((sc0_11 * weights_4.x) + (sc1_10 * weights_4.y)) + (sc2_9 * weights_4.z)) + (sc3_8 * weights_4.w)).xyz; vec4 tmpvar_27; tmpvar_27 = tmpvar_26; coord_3 = tmpvar_27; vec4 tmpvar_28; tmpvar_28 = texture2D (_ShadowMapTexture, coord_3.xy); float tmpvar_29; if ((tmpvar_28.x < coord_3.z)) { tmpvar_29 = _LightShadowData.x; } else { tmpvar_29 = 1.0; }; float tmpvar_30; tmpvar_30 = tmpvar_29; shadow_2 = tmpvar_30; return shadow_2; } float Linear01Depth ( in float z_31 ) { return (1.0 / ((_ZBufferParams.x * z_31) + _ZBufferParams.y)); } vec2 EncodeFloatRG ( in float v_32 ) { vec2 enc_33; float kEncodeBit_34; vec2 kEncodeMul_35; vec2 tmpvar_36; tmpvar_36 = vec2(1.0, 255.0); kEncodeMul_35 = tmpvar_36; float tmpvar_37; tmpvar_37 = 0.00392157; kEncodeBit_34 = tmpvar_37; vec2 tmpvar_38; tmpvar_38 = (kEncodeMul_35 * v_32); enc_33 = tmpvar_38; vec2 tmpvar_39; tmpvar_39 = fract (enc_33); vec2 tmpvar_40; tmpvar_40 = tmpvar_39; enc_33 = tmpvar_40; float tmpvar_41; tmpvar_41 = (enc_33.x - (enc_33.y * kEncodeBit_34)); enc_33.x = tmpvar_41; return enc_33; } vec4 frag ( in v2f i_42 ) { vec4 res_43; float shadow_44; vec4 vpos_45; float depth_46; vec4 tmpvar_47; tmpvar_47 = texture2D (_CameraDepthTexture, i_42.uv); float tmpvar_48; tmpvar_48 = tmpvar_47.x; depth_46 = tmpvar_48; float tmpvar_49; tmpvar_49 = Linear01Depth (depth_46); float tmpvar_50; tmpvar_50 = tmpvar_49; depth_46 = tmpvar_50; vec4 tmpvar_51; tmpvar_51.w = 1.0; tmpvar_51.xyz = (i_42.ray * depth_46).xyz; vec4 tmpvar_52; tmpvar_52 = tmpvar_51; vpos_45 = tmpvar_52; float tmpvar_53; tmpvar_53 = unitySampleShadow (vpos_45); float tmpvar_54; tmpvar_54 = tmpvar_53; shadow_44 = tmpvar_54; float tmpvar_55; tmpvar_55 = shadow_44; res_43.x = tmpvar_55; float tmpvar_56; tmpvar_56 = 1.0; res_43.y = vec2(tmpvar_56).y; vec2 tmpvar_57; tmpvar_57 = EncodeFloatRG ((1.0 - depth_46)); vec2 tmpvar_58; tmpvar_58 = tmpvar_57; res_43.zw = tmpvar_58.xxxy.zw; return res_43; } void main () { v2f xlt_i_59; vec4 xl_retval_60; vec4 tmpvar_61; tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_59.pos = tmpvar_61; vec2 tmpvar_62; tmpvar_62 = gl_TexCoord[0].xy; vec2 tmpvar_63; tmpvar_63 = tmpvar_62; xlt_i_59.uv = tmpvar_63; vec3 tmpvar_64; tmpvar_64 = gl_TexCoord[1].xyz; vec3 tmpvar_65; tmpvar_65 = tmpvar_64; xlt_i_59.ray = tmpvar_65; vec4 tmpvar_66; tmpvar_66 = frag (xlt_i_59); vec4 tmpvar_67; tmpvar_67 = tmpvar_66; xl_retval_60 = tmpvar_67; vec4 tmpvar_68; tmpvar_68 = xl_retval_60.xyzw; vec4 tmpvar_69; tmpvar_69 = tmpvar_68; gl_FragData[0] = tmpvar_69; }