struct v2f_img { vec4 pos; vec2 uv; }; uniform vec4 unity_ShadowBlurParams; uniform sampler2D _MainTex; uniform vec4 _BlurOffsets[8]; float xll_saturate ( in float x_1 ) { float tmpvar_2; tmpvar_2 = clamp (x_1, 0.0, 1.0); return tmpvar_2; } vec2 xll_saturate ( in vec2 x_3 ) { vec2 tmpvar_4; tmpvar_4 = clamp (x_3, 0.0, 1.0); return tmpvar_4; } vec3 xll_saturate ( in vec3 x_5 ) { vec3 tmpvar_6; tmpvar_6 = clamp (x_5, 0.0, 1.0); return tmpvar_6; } vec4 xll_saturate ( in vec4 x_7 ) { vec4 tmpvar_8; tmpvar_8 = clamp (x_7, 0.0, 1.0); return tmpvar_8; } mat2 xll_saturate ( in mat2 m_9 ) { vec2 tmpvar_10; tmpvar_10 = clamp (m_9[0], 0.0, 1.0); vec2 tmpvar_11; tmpvar_11 = clamp (m_9[1], 0.0, 1.0); mat2 tmpvar_12; vec2 tmpvar_13; tmpvar_13 = tmpvar_10; tmpvar_12[0] = tmpvar_13; vec2 tmpvar_14; tmpvar_14 = tmpvar_11; tmpvar_12[1] = tmpvar_14; return tmpvar_12; } mat3 xll_saturate ( in mat3 m_15 ) { vec3 tmpvar_16; tmpvar_16 = clamp (m_15[0], 0.0, 1.0); vec3 tmpvar_17; tmpvar_17 = clamp (m_15[1], 0.0, 1.0); vec3 tmpvar_18; tmpvar_18 = clamp (m_15[2], 0.0, 1.0); mat3 tmpvar_19; vec3 tmpvar_20; tmpvar_20 = tmpvar_16; tmpvar_19[0] = tmpvar_20; vec3 tmpvar_21; tmpvar_21 = tmpvar_17; tmpvar_19[1] = tmpvar_21; vec3 tmpvar_22; tmpvar_22 = tmpvar_18; tmpvar_19[2] = tmpvar_22; return tmpvar_19; } mat4 xll_saturate ( in mat4 m_23 ) { vec4 tmpvar_24; tmpvar_24 = clamp (m_23[0], 0.0, 1.0); vec4 tmpvar_25; tmpvar_25 = clamp (m_23[1], 0.0, 1.0); vec4 tmpvar_26; tmpvar_26 = clamp (m_23[2], 0.0, 1.0); vec4 tmpvar_27; tmpvar_27 = clamp (m_23[3], 0.0, 1.0); mat4 tmpvar_28; vec4 tmpvar_29; tmpvar_29 = tmpvar_24; tmpvar_28[0] = tmpvar_29; vec4 tmpvar_30; tmpvar_30 = tmpvar_25; tmpvar_28[1] = tmpvar_30; vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_28[2] = tmpvar_31; vec4 tmpvar_32; tmpvar_32 = tmpvar_27; tmpvar_28[3] = tmpvar_32; return tmpvar_28; } vec4 frag ( in v2f_img i_33 ) { float shadow_34; float diff_35; float sampleDist_36; vec4 sample_37; int i_1_38; float diffTolerance_39; float radius_40; float dist_41; vec4 mask_42; vec4 coord_43; int tmpvar_44; tmpvar_44 = 0; i_1_38 = tmpvar_44; vec4 tmpvar_45; tmpvar_45.zw = vec2(0.0, 0.0); tmpvar_45.xy = i_33.uv.xy; vec4 tmpvar_46; tmpvar_46 = tmpvar_45; coord_43 = tmpvar_46; vec4 tmpvar_47; tmpvar_47 = texture2D (_MainTex, coord_43.xy); vec4 tmpvar_48; tmpvar_48 = tmpvar_47; mask_42 = tmpvar_48; float tmpvar_49; tmpvar_49 = (mask_42.z + (mask_42.w / 255.0)); dist_41 = tmpvar_49; float tmpvar_50; tmpvar_50 = xll_saturate ((unity_ShadowBlurParams.y / (1.0 - dist_41))); float tmpvar_51; tmpvar_51 = tmpvar_50; radius_40 = tmpvar_51; float tmpvar_52; tmpvar_52 = unity_ShadowBlurParams.x; diffTolerance_39 = tmpvar_52; vec2 tmpvar_53; tmpvar_53 = (mask_42.xy * diffTolerance_39); mask_42.xy = tmpvar_53.xy.xy; while (true) { if (!((i_1_38 < 8))) { break; }; vec4 tmpvar_54; tmpvar_54 = texture2D (_MainTex, (coord_43 + (radius_40 * _BlurOffsets[i_1_38])).xy); vec4 tmpvar_55; tmpvar_55 = tmpvar_54; sample_37 = tmpvar_55; float tmpvar_56; tmpvar_56 = (sample_37.z + (sample_37.w / 255.0)); sampleDist_36 = tmpvar_56; float tmpvar_57; tmpvar_57 = (dist_41 - sampleDist_36); diff_35 = tmpvar_57; float tmpvar_58; tmpvar_58 = abs (diff_35); float tmpvar_59; tmpvar_59 = xll_saturate ((diffTolerance_39 - tmpvar_58)); float tmpvar_60; tmpvar_60 = tmpvar_59; diff_35 = tmpvar_60; vec2 tmpvar_61; tmpvar_61 = (mask_42.xy + (diff_35 * sample_37.xy)); mask_42.xy = tmpvar_61.xy.xy; int _post_incdec_tmp_62; _post_incdec_tmp_62 = i_1_38; int tmpvar_63; tmpvar_63 = (i_1_38 + 1); i_1_38 = tmpvar_63; }; float tmpvar_64; tmpvar_64 = (mask_42.x / mask_42.y); shadow_34 = tmpvar_64; vec4 tmpvar_65; tmpvar_65 = vec4(shadow_34); return tmpvar_65; } void main () { v2f_img xlt_i_66; vec4 xl_retval_67; vec4 tmpvar_68; tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_66.pos = tmpvar_68; vec2 tmpvar_69; tmpvar_69 = gl_TexCoord[0].xy; vec2 tmpvar_70; tmpvar_70 = tmpvar_69; xlt_i_66.uv = tmpvar_70; vec4 tmpvar_71; tmpvar_71 = frag (xlt_i_66); vec4 tmpvar_72; tmpvar_72 = tmpvar_71; xl_retval_67 = tmpvar_72; vec4 tmpvar_73; tmpvar_73 = xl_retval_67.xyzw; vec4 tmpvar_74; tmpvar_74 = tmpvar_73; gl_FragData[0] = tmpvar_74; }