varying vec3 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD0; uniform vec4 unity_LightmapFade; uniform vec4 _ZBufferParams; uniform vec3 _WorldSpaceCameraPos; uniform samplerCube _ShadowMapTexture; uniform vec4 _ProjectionParams; uniform sampler2D _LightTextureB0; uniform samplerCube _LightTexture0; uniform vec4 _LightShadowData; uniform vec4 _LightPositionRange; uniform vec4 _LightPos; uniform mat4 _LightMatrix0; uniform vec4 _LightColor; uniform mat4 _CameraToWorld; uniform sampler2D _CameraNormalsTexture; uniform sampler2D _CameraDepthTexture; void main () { vec4 res; float atten; vec3 lightDir; vec3 normal; vec2 tmpvar_1; tmpvar_1 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w); vec4 tmpvar_2; tmpvar_2 = texture2D (_CameraNormalsTexture, tmpvar_1); normal = normalize (((tmpvar_2.xyz * 2.0) - 1.0)); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)))); vec3 tmpvar_4; tmpvar_4 = (_CameraToWorld * tmpvar_3).xyz; vec3 tmpvar_5; tmpvar_5 = (tmpvar_4 - _LightPos.xyz); lightDir = -(normalize (tmpvar_5)); atten = texture2D (_LightTextureB0, vec2((dot (tmpvar_5, tmpvar_5) * _LightPos.w))).w; vec4 shadowVals; shadowVals.x = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0)); shadowVals.y = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(-0.0078125, -0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0)); shadowVals.z = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(-0.0078125, 0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0)); shadowVals.w = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(0.0078125, -0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0)); bvec4 tmpvar_6; tmpvar_6 = lessThan (shadowVals, vec4(((length (tmpvar_5) * _LightPositionRange.w) * 0.97))); float tmpvar_7; if (tmpvar_6.x) { tmpvar_7 = _LightShadowData.x; } else { tmpvar_7 = 1.0; }; float tmpvar_8; if (tmpvar_6.y) { tmpvar_8 = _LightShadowData.x; } else { tmpvar_8 = 1.0; }; float tmpvar_9; if (tmpvar_6.z) { tmpvar_9 = _LightShadowData.x; } else { tmpvar_9 = 1.0; }; float tmpvar_10; if (tmpvar_6.w) { tmpvar_10 = _LightShadowData.x; } else { tmpvar_10 = 1.0; }; vec4 tmpvar_11; tmpvar_11.x = tmpvar_7; tmpvar_11.y = tmpvar_8; tmpvar_11.z = tmpvar_9; tmpvar_11.w = tmpvar_10; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = tmpvar_4; float tmpvar_13; tmpvar_13 = ((atten * dot (tmpvar_11, vec4(0.25, 0.25, 0.25, 0.25))) * textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_12).xyz).w); atten = tmpvar_13; res.xyz = (_LightColor.xyz * (max (0.0, dot (lightDir, normal)) * tmpvar_13)); res.w = ((pow (max (0.0, dot (normalize ((lightDir - normalize ((tmpvar_4 - _WorldSpaceCameraPos)))), normal)), (tmpvar_2.w * 128.0)) * clamp (tmpvar_13, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071))); vec4 tmpvar_14; tmpvar_14 = (res * clamp ((1.0 - ((tmpvar_3.z * unity_LightmapFade.z) + unity_LightmapFade.w)), 0.0, 1.0)); res = tmpvar_14; gl_FragData[0] = exp2 (-(tmpvar_14)); }