struct v2f { vec4 pos; vec2 uv; vec3 ray; }; uniform vec4 _ZBufferParams; uniform mat4 _View2Shadow3; uniform mat4 _View2Shadow2; uniform mat4 _View2Shadow1; uniform mat4 _View2Shadow; uniform sampler2D _ShadowMapTexture; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform vec4 _LightShadowData; uniform sampler2D _CameraDepthTexture; float unitySampleShadow ( in vec4 eyePos ) { float shadow; vec4 coord; vec4 weights; vec4 far; vec4 near; float z; vec3 sc3; vec3 sc2; vec3 sc1; vec3 sc0; vec3 tmpvar_1; tmpvar_1 = (_View2Shadow * eyePos).xyz; sc0 = tmpvar_1; vec3 tmpvar_2; tmpvar_2 = (_View2Shadow1 * eyePos).xyz; sc1 = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (_View2Shadow2 * eyePos).xyz; sc2 = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = (_View2Shadow3 * eyePos).xyz; sc3 = tmpvar_4; float tmpvar_5; tmpvar_5 = eyePos.z; z = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = vec4(z); bvec4 tmpvar_7; tmpvar_7 = greaterThanEqual (tmpvar_6, _LightSplitsNear); vec4 tmpvar_8; tmpvar_8 = vec4(tmpvar_7).xyzw; vec4 tmpvar_9; tmpvar_9 = tmpvar_8; near = tmpvar_9; vec4 tmpvar_10; tmpvar_10 = vec4(z); bvec4 tmpvar_11; tmpvar_11 = lessThan (tmpvar_10, _LightSplitsFar); vec4 tmpvar_12; tmpvar_12 = vec4(tmpvar_11).xyzw; vec4 tmpvar_13; tmpvar_13 = tmpvar_12; far = tmpvar_13; vec4 tmpvar_14; tmpvar_14 = (near * far); weights = tmpvar_14; vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = ((((sc0 * weights.x) + (sc1 * weights.y)) + (sc2 * weights.z)) + (sc3 * weights.w)).xyz; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; coord = tmpvar_16; vec4 tmpvar_17; tmpvar_17 = texture2D (_ShadowMapTexture, coord.xy); float tmpvar_18; if ((tmpvar_17.x < coord.z)) { tmpvar_18 = _LightShadowData.x; } else { tmpvar_18 = 1.0; }; float tmpvar_19; tmpvar_19 = tmpvar_18; shadow = tmpvar_19; return shadow; } float Linear01Depth ( in float z ) { return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y)); } vec2 EncodeFloatRG ( in float v ) { vec2 enc; float kEncodeBit; 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; vec2 tmpvar_3; tmpvar_3 = (kEncodeMul * v); enc = tmpvar_3; vec2 tmpvar_4; tmpvar_4 = fract (enc); vec2 tmpvar_5; tmpvar_5 = tmpvar_4; enc = tmpvar_5; float tmpvar_6; tmpvar_6 = (enc.x - (enc.y * kEncodeBit)); enc.x = tmpvar_6; return enc; } vec4 frag ( in v2f i ) { vec4 res; float shadow; vec4 vpos; float depth; vec4 tmpvar_1; tmpvar_1 = texture2D (_CameraDepthTexture, i.uv); float tmpvar_2; tmpvar_2 = tmpvar_1.x; depth = tmpvar_2; float tmpvar_3; tmpvar_3 = Linear01Depth (depth); float tmpvar_4; tmpvar_4 = tmpvar_3; depth = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = (i.ray * depth).xyz; vec4 tmpvar_6; tmpvar_6 = tmpvar_5; vpos = tmpvar_6; float tmpvar_7; tmpvar_7 = unitySampleShadow (vpos); float tmpvar_8; tmpvar_8 = tmpvar_7; shadow = tmpvar_8; float tmpvar_9; tmpvar_9 = shadow; res.x = tmpvar_9; float tmpvar_10; tmpvar_10 = 1.0; res.y = vec2(tmpvar_10).y; vec2 tmpvar_11; tmpvar_11 = EncodeFloatRG ((1.0 - depth)); vec2 tmpvar_12; tmpvar_12 = tmpvar_11; res.zw = tmpvar_12.xxxy.zw; return res; } void main () { v2f xlt_i; vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i.pos = tmpvar_1; vec2 tmpvar_2; tmpvar_2 = gl_TexCoord[0].xy; vec2 tmpvar_3; tmpvar_3 = tmpvar_2; xlt_i.uv = tmpvar_3; vec3 tmpvar_4; tmpvar_4 = gl_TexCoord[1].xyz; vec3 tmpvar_5; tmpvar_5 = tmpvar_4; xlt_i.ray = tmpvar_5; vec4 tmpvar_6; tmpvar_6 = frag (xlt_i); vec4 tmpvar_7; tmpvar_7 = tmpvar_6; xl_retval = tmpvar_7; vec4 tmpvar_8; tmpvar_8 = xl_retval.xyzw; vec4 tmpvar_9; tmpvar_9 = tmpvar_8; gl_FragData[0] = tmpvar_9; }