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; void main () { mediump vec4 tmpvar_1; highp vec4 res; highp float depth; lowp float tmpvar_2; tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0).x; depth = tmpvar_2; highp float tmpvar_3; tmpvar_3 = (1.0/(((_ZBufferParams.x * depth) + _ZBufferParams.y))); depth = tmpvar_3; highp vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = (xlv_TEXCOORD1 * tmpvar_3); mediump float shadow_i0; highp vec4 far; highp vec4 near; highp vec4 tmpvar_5; tmpvar_5 = tmpvar_4.zzzz; lowp vec4 tmpvar_6; tmpvar_6 = vec4(greaterThanEqual (tmpvar_5, _LightSplitsNear)); near = tmpvar_6; highp vec4 tmpvar_7; tmpvar_7 = tmpvar_4.zzzz; lowp vec4 tmpvar_8; tmpvar_8 = vec4(lessThan (tmpvar_7, _LightSplitsFar)); far = tmpvar_8; highp vec4 tmpvar_9; tmpvar_9 = (near * far); highp vec4 tmpvar_10; tmpvar_10.w = 1.0; tmpvar_10.xyz = (((((_View2Shadow * tmpvar_4).xyz * tmpvar_9.x) + ((_View2Shadow1 * tmpvar_4).xyz * tmpvar_9.y)) + ((_View2Shadow2 * tmpvar_4).xyz * tmpvar_9.z)) + ((_View2Shadow3 * tmpvar_4).xyz * tmpvar_9.w)); lowp vec4 tmpvar_11; tmpvar_11 = texture2D (_ShadowMapTexture, tmpvar_10.xy); highp float tmpvar_12; if ((tmpvar_11.x < tmpvar_10.z)) { tmpvar_12 = _LightShadowData.x; } else { tmpvar_12 = 1.0; }; shadow_i0 = tmpvar_12; res.x = shadow_i0; res.y = 1.0; highp vec2 enc; highp vec2 tmpvar_13; tmpvar_13 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_3))); enc = tmpvar_13; enc.x = (tmpvar_13.x - (tmpvar_13.y * 0.00392157)); res.zw = enc; tmpvar_1 = res; gl_FragData[0] = tmpvar_1; }