struct v2f { highp vec4 pos; highp vec2 uv; highp vec3 ray; }; varying highp vec3 xlv_TEXCOORD1; varying highp vec2 xlv_TEXCOORD0; uniform highp vec4 _ZBufferParams; uniform highp mat4 _View2Shadow3; uniform highp mat4 _View2Shadow2; uniform highp mat4 _View2Shadow1; uniform highp mat4 _View2Shadow; uniform sampler2D _ShadowMapTexture; uniform highp vec4 _LightSplitsNear; uniform highp vec4 _LightSplitsFar; uniform highp vec4 _LightShadowData; uniform sampler2D _CameraDepthTexture; mediump float unitySampleShadow ( in highp vec4 eyePos ) { mediump float shadow; highp vec4 coord; highp vec4 weights; highp vec4 far; highp vec4 near; highp float z; highp vec3 sc3; highp vec3 sc2; highp vec3 sc1; highp vec3 sc0; highp vec3 tmpvar_1; tmpvar_1 = (_View2Shadow * eyePos).xyz; sc0 = tmpvar_1; highp vec3 tmpvar_2; tmpvar_2 = (_View2Shadow1 * eyePos).xyz; sc1 = tmpvar_2; highp vec3 tmpvar_3; tmpvar_3 = (_View2Shadow2 * eyePos).xyz; sc2 = tmpvar_3; highp vec3 tmpvar_4; tmpvar_4 = (_View2Shadow3 * eyePos).xyz; sc3 = tmpvar_4; highp float tmpvar_5; tmpvar_5 = eyePos.z; z = tmpvar_5; highp vec4 tmpvar_6; tmpvar_6 = vec4(z); bvec4 tmpvar_7; tmpvar_7 = greaterThanEqual (tmpvar_6, _LightSplitsNear); lowp vec4 tmpvar_8; tmpvar_8 = vec4(tmpvar_7).xyzw; lowp vec4 tmpvar_9; tmpvar_9 = tmpvar_8; near = tmpvar_9; highp vec4 tmpvar_10; tmpvar_10 = vec4(z); bvec4 tmpvar_11; tmpvar_11 = lessThan (tmpvar_10, _LightSplitsFar); lowp vec4 tmpvar_12; tmpvar_12 = vec4(tmpvar_11).xyzw; lowp vec4 tmpvar_13; tmpvar_13 = tmpvar_12; far = tmpvar_13; highp vec4 tmpvar_14; tmpvar_14 = (near * far); weights = tmpvar_14; highp vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = ((((sc0 * weights.x) + (sc1 * weights.y)) + (sc2 * weights.z)) + (sc3 * weights.w)).xyz; highp vec4 tmpvar_16; tmpvar_16 = tmpvar_15; coord = tmpvar_16; lowp vec4 tmpvar_17; tmpvar_17 = texture2D (_ShadowMapTexture, coord.xy); highp float tmpvar_18; if ((tmpvar_17.x < coord.z)) { tmpvar_18 = _LightShadowData.x; } else { tmpvar_18 = 1.0; }; highp float tmpvar_19; tmpvar_19 = tmpvar_18; shadow = tmpvar_19; return shadow; } float Linear01Depth ( in highp float z ) { return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y)); } vec2 EncodeFloatRG ( in highp float v ) { highp vec2 enc; highp float kEncodeBit; highp vec2 kEncodeMul; vec2 tmpvar_1; tmpvar_1 = vec2(1.0, 255.0); kEncodeMul = tmpvar_1; float tmpvar_2; tmpvar_2 = 0.00392157; kEncodeBit = tmpvar_2; highp vec2 tmpvar_3; tmpvar_3 = (kEncodeMul * v); enc = tmpvar_3; highp vec2 tmpvar_4; tmpvar_4 = fract (enc); highp vec2 tmpvar_5; tmpvar_5 = tmpvar_4; enc = tmpvar_5; highp float tmpvar_6; tmpvar_6 = (enc.x - (enc.y * kEncodeBit)); enc.x = tmpvar_6; return enc; } mediump vec4 xlat_main ( in v2f i ) { highp vec4 res; mediump float shadow; highp vec4 vpos; highp float depth; lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_CameraDepthTexture, i.uv); lowp float tmpvar_2; tmpvar_2 = tmpvar_1.x; depth = tmpvar_2; highp float tmpvar_3; tmpvar_3 = Linear01Depth (depth); highp float tmpvar_4; tmpvar_4 = tmpvar_3; depth = tmpvar_4; highp vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = (i.ray * depth).xyz; highp vec4 tmpvar_6; tmpvar_6 = tmpvar_5; vpos = tmpvar_6; mediump float tmpvar_7; tmpvar_7 = unitySampleShadow (vpos); mediump float tmpvar_8; tmpvar_8 = tmpvar_7; shadow = tmpvar_8; mediump float tmpvar_9; tmpvar_9 = shadow; res.x = tmpvar_9; float tmpvar_10; tmpvar_10 = 1.0; res.y = vec2(tmpvar_10).y; highp vec2 tmpvar_11; tmpvar_11 = EncodeFloatRG ((1.0 - depth)); highp vec2 tmpvar_12; tmpvar_12 = tmpvar_11; res.zw = tmpvar_12.xxxy.zw; return res; } void main () { v2f xlt_i; mediump vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i.pos = tmpvar_1; highp vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0.xy; highp vec2 tmpvar_3; tmpvar_3 = tmpvar_2; xlt_i.uv = tmpvar_3; highp vec3 tmpvar_4; tmpvar_4 = xlv_TEXCOORD1.xyz; highp vec3 tmpvar_5; tmpvar_5 = tmpvar_4; xlt_i.ray = tmpvar_5; mediump vec4 tmpvar_6; tmpvar_6 = xlat_main (xlt_i); mediump vec4 tmpvar_7; tmpvar_7 = tmpvar_6; xl_retval = tmpvar_7; mediump vec4 tmpvar_8; tmpvar_8 = xl_retval.xyzw; mediump vec4 tmpvar_9; tmpvar_9 = tmpvar_8; gl_FragData[0] = tmpvar_9; }