uniform sampler2D _ShadowMapTexture; uniform vec4 _ProjectionParams; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform vec4 _LightShadowData; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[4].xy; vec4 res; vec4 tmpvar_2; tmpvar_2 = tmpvar_1.xxxx; vec4 tmpvar_3; tmpvar_3 = (vec4(greaterThanEqual (tmpvar_2, _LightSplitsNear)) * vec4(lessThan (tmpvar_2, _LightSplitsFar))); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = ((((gl_TexCoord[0].xyz * tmpvar_3.x) + (gl_TexCoord[1].xyz * tmpvar_3.y)) + (gl_TexCoord[2].xyz * tmpvar_3.z)) + (gl_TexCoord[3].xyz * tmpvar_3.w)); vec4 tmpvar_5; tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy); float tmpvar_6; if ((tmpvar_5.x < tmpvar_4.z)) { tmpvar_6 = _LightShadowData.x; } else { tmpvar_6 = 1.0; }; res.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0); res.y = 1.0; vec2 enc; vec2 tmpvar_7; tmpvar_7 = fract ((vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x)); enc = tmpvar_7; enc.x = (tmpvar_7.x - (tmpvar_7.y * 0.00392157)); res.zw = enc; gl_FragData[0] = res; }