uniform sampler2D _CameraDepthTexture; uniform highp vec4 _LightShadowData; uniform highp vec4 _LightSplitsFar; uniform highp vec4 _LightSplitsNear; uniform sampler2D _ShadowMapTexture; uniform highp mat4 _View2Shadow; uniform highp mat4 _View2Shadow1; uniform highp mat4 _View2Shadow2; uniform highp mat4 _View2Shadow3; uniform highp vec4 _ZBufferParams; varying highp vec2 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; void main () { mediump vec4 tmpvar_1; highp vec4 res_2; highp float depth_3; lowp float tmpvar_4; tmpvar_4 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0).x; depth_3 = tmpvar_4; highp float tmpvar_5; tmpvar_5 = (1.0/(((_ZBufferParams.x * depth_3) + _ZBufferParams.y))); depth_3 = tmpvar_5; highp vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = (xlv_TEXCOORD1 * tmpvar_5); mediump float shadow_7; highp vec4 far_8; highp vec4 near_9; bvec4 tmpvar_10; tmpvar_10 = greaterThanEqual (tmpvar_6.zzzz, _LightSplitsNear); lowp vec4 tmpvar_11; tmpvar_11 = vec4(tmpvar_10); near_9 = tmpvar_11; bvec4 tmpvar_12; tmpvar_12 = lessThan (tmpvar_6.zzzz, _LightSplitsFar); lowp vec4 tmpvar_13; tmpvar_13 = vec4(tmpvar_12); far_8 = tmpvar_13; highp vec4 tmpvar_14; tmpvar_14 = (near_9 * far_8); highp vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = ((( ((_View2Shadow * tmpvar_6).xyz * tmpvar_14.x) + ((_View2Shadow1 * tmpvar_6).xyz * tmpvar_14.y) ) + ( (_View2Shadow2 * tmpvar_6) .xyz * tmpvar_14.z)) + ((_View2Shadow3 * tmpvar_6).xyz * tmpvar_14.w)); lowp vec4 tmpvar_16; tmpvar_16 = texture2D (_ShadowMapTexture, tmpvar_15.xy); highp float tmpvar_17; if ((tmpvar_16.x < tmpvar_15.z)) { tmpvar_17 = _LightShadowData.x; } else { tmpvar_17 = 1.0; }; shadow_7 = tmpvar_17; res_2.x = shadow_7; res_2.y = 1.0; highp vec2 enc_18; highp vec2 tmpvar_19; tmpvar_19 = fract((vec2(1.0, 255.0) * (1.0 - tmpvar_5))); enc_18.y = tmpvar_19.y; enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157)); res_2.zw = enc_18; tmpvar_1 = res_2; gl_FragData[0] = tmpvar_1; } // inputs: 2, stats: 30 alu 2 tex 1 flow