uniform vec4 unity_LightmapFade; uniform vec4 _ZBufferParams; uniform mat4 _ViewToCookie; uniform mat4 _View2Shadow; uniform samplerCube _ShadowMapTexture; uniform vec4 _ProjectionParams; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightShadowData; uniform vec4 _LightPositionRange; uniform vec4 _LightPos; uniform vec4 _LightColor; uniform sampler2D _CameraNormalsTexture; uniform sampler2D _CameraDepthTexture; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[1].xyz; vec4 res_3; float atten_4; vec3 lightDir_5; vec3 normal_6; vec2 tmpvar_7; tmpvar_7 = (tmpvar_1.xy / tmpvar_1.w); vec4 tmpvar_8; tmpvar_8 = texture2D (_CameraNormalsTexture, tmpvar_7); normal_6 = normalize(((tmpvar_8.xyz * 2.0) - 1.0)); vec3 tmpvar_9; tmpvar_9 = ((tmpvar_2 * (_ProjectionParams.z / tmpvar_2.z)) * (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_7).x) + _ZBufferParams.y)))); vec3 tmpvar_10; tmpvar_10 = (_LightPos.xyz - tmpvar_9); lightDir_5 = normalize(tmpvar_10); atten_4 = texture2D (_LightTextureB0, vec2((dot (tmpvar_10, tmpvar_10) * _LightPos.w))).w; vec3 vec_11; vec_11 = -(tmpvar_10); mat3 tmpvar_12; tmpvar_12[0] = _View2Shadow[0].xyz; tmpvar_12[1] = _View2Shadow[1].xyz; tmpvar_12[2] = _View2Shadow[2].xyz; vec3 tmpvar_13; tmpvar_13 = (tmpvar_12 * vec_11); vec_11 = tmpvar_13; float tmpvar_14; tmpvar_14 = ((sqrt(dot (tmpvar_13, tmpvar_13)) * _LightPositionRange.w) * 0.97); float tmpvar_15; tmpvar_15 = dot (textureCube (_ShadowMapTexture, tmpvar_13), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09)); float tmpvar_16; if ((tmpvar_15 < tmpvar_14)) { tmpvar_16 = _LightShadowData.x; } else { tmpvar_16 = 1.0; }; vec4 tmpvar_17; tmpvar_17.w = 1.0; tmpvar_17.xyz = tmpvar_9; float tmpvar_18; tmpvar_18 = ((atten_4 * tmpvar_16) * textureCube (_LightTexture0, (_ViewToCookie * tmpvar_17).xyz).w); atten_4 = tmpvar_18; res_3.xyz = (_LightColor.xyz * (max (0.0, dot (lightDir_5, normal_6)) * tmpvar_18)); res_3.w = ((pow (max (0.0, dot (normalize((lightDir_5 - normalize(tmpvar_9))), normal_6)), (tmpvar_8.w * 128.0)) * clamp (tmpvar_18, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071))); vec4 tmpvar_19; tmpvar_19 = (res_3 * clamp ((1.0 - ((tmpvar_9.z * unity_LightmapFade.z) + unity_LightmapFade.w)), 0.0, 1.0)); res_3 = tmpvar_19; gl_FragData[0] = exp2(-(tmpvar_19)); }