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; void main () { vec4 res; float tmpvar_1; tmpvar_1 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y))); vec4 tmpvar_2; tmpvar_2.w = 1.0; tmpvar_2.xyz = (gl_TexCoord[1].xyz * tmpvar_1); vec4 tmpvar_3; tmpvar_3 = (vec4(greaterThanEqual (tmpvar_2.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_2.zzzz, _LightSplitsFar))); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = (((((_View2Shadow * tmpvar_2).xyz * tmpvar_3.x) + ((_View2Shadow1 * tmpvar_2).xyz * tmpvar_3.y)) + ((_View2Shadow2 * tmpvar_2).xyz * tmpvar_3.z)) + ((_View2Shadow3 * tmpvar_2).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 = tmpvar_6; res.y = 1.0; vec2 enc; vec2 tmpvar_7; tmpvar_7 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_1))); enc = tmpvar_7; enc.x = (tmpvar_7.x - (tmpvar_7.y * 0.00392157)); res.zw = enc; gl_FragData[0] = res; }