uniform vec4 unity_ShadowBlurParams; uniform sampler2D _MainTex; uniform vec4 _BlurOffsets[8]; void main () { float radius_1; vec4 mask_2; vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = gl_TexCoord[0].xy; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_3.xy); mask_2.zw = tmpvar_4.zw; float tmpvar_5; tmpvar_5 = (tmpvar_4.z + (tmpvar_4.w / 255.0)); radius_1 = clamp ((unity_ShadowBlurParams.y / (1.0 - tmpvar_5)), 0.0, 1.0); mask_2.xy = (tmpvar_4.xy * unity_ShadowBlurParams.x); vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[0])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_6.z + (tmpvar_6.w / 255.0))))), 0.0, 1.0) * tmpvar_6.xy)); vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[1])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_7.z + (tmpvar_7.w / 255.0))))), 0.0, 1.0) * tmpvar_7.xy)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[2])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_8.z + (tmpvar_8.w / 255.0))))), 0.0, 1.0) * tmpvar_8.xy)); vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[3])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_9.z + (tmpvar_9.w / 255.0))))), 0.0, 1.0) * tmpvar_9.xy)); vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[4])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_10.z + (tmpvar_10.w / 255.0))))), 0.0, 1.0) * tmpvar_10.xy)); vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[5])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_11.z + (tmpvar_11.w / 255.0))))), 0.0, 1.0) * tmpvar_11.xy)); vec4 tmpvar_12; tmpvar_12 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[6])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_12.z + (tmpvar_12.w / 255.0))))), 0.0, 1.0) * tmpvar_12.xy)); vec4 tmpvar_13; tmpvar_13 = texture2D (_MainTex, (tmpvar_3 + (radius_1 * _BlurOffsets[7])).xy); mask_2.xy = (mask_2.xy + (clamp ((unity_ShadowBlurParams.x - abs((tmpvar_5 - (tmpvar_13.z + (tmpvar_13.w / 255.0))))), 0.0, 1.0) * tmpvar_13.xy)); gl_FragData[0] = vec4((mask_2.x / mask_2.y)); }