uniform vec4 unity_ShadowBlurParams; uniform sampler2D _MainTex; uniform vec4 _BlurOffsets[8]; void main () { float radius; vec4 mask; vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = gl_TexCoord[0].xy; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, tmpvar_1.xy); mask = tmpvar_2; float tmpvar_3; tmpvar_3 = (tmpvar_2.z + (tmpvar_2.w / 255.0)); radius = clamp ((unity_ShadowBlurParams.y / (1.0 - tmpvar_3)), 0.0, 1.0); mask.xy = (tmpvar_2.xy * unity_ShadowBlurParams.x); vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[0])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_4.z + (tmpvar_4.w / 255.0))))), 0.0, 1.0) * tmpvar_4.xy)); vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[1])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_5.z + (tmpvar_5.w / 255.0))))), 0.0, 1.0) * tmpvar_5.xy)); vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[2])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_6.z + (tmpvar_6.w / 255.0))))), 0.0, 1.0) * tmpvar_6.xy)); vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[3])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_7.z + (tmpvar_7.w / 255.0))))), 0.0, 1.0) * tmpvar_7.xy)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[4])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_8.z + (tmpvar_8.w / 255.0))))), 0.0, 1.0) * tmpvar_8.xy)); vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[5])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_9.z + (tmpvar_9.w / 255.0))))), 0.0, 1.0) * tmpvar_9.xy)); vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[6])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_10.z + (tmpvar_10.w / 255.0))))), 0.0, 1.0) * tmpvar_10.xy)); vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[7])).xy); mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_11.z + (tmpvar_11.w / 255.0))))), 0.0, 1.0) * tmpvar_11.xy)); gl_FragData[0] = vec4((mask.x / mask.y)); }