uniform sampler2D _ShadowMapTexture; uniform vec4 _ProjectionParams; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform vec4 _LightShadowData; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[4].xy; vec4 res_2; vec4 tmpvar_3; tmpvar_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar))); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = ((((gl_TexCoord[0].xyz * tmpvar_3.x) + (gl_TexCoord[1].xyz * tmpvar_3.y)) + (gl_TexCoord[2].xyz * tmpvar_3.z)) + (gl_TexCoord[3].xyz * tmpvar_3.w)); vec4 tmpvar_5; tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy); float tmpvar_6; if ((tmpvar_5.x < tmpvar_4.z)) { tmpvar_6 = _LightShadowData.x; } else { tmpvar_6 = 1.0; }; res_2.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0); res_2.y = 1.0; vec2 enc_7; vec2 tmpvar_8; tmpvar_8 = fract((vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x)); enc_7.y = tmpvar_8.y; enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157)); res_2.zw = enc_7; gl_FragData[0] = res_2; }