uniform sampler2D _CameraDepthTexture; uniform vec4 _LightShadowData; uniform vec4 _LightSplitsFar; uniform vec4 _LightSplitsNear; uniform sampler2D _ShadowMapTexture; uniform mat4 _View2Shadow; uniform mat4 _View2Shadow1; uniform mat4 _View2Shadow2; uniform mat4 _View2Shadow3; uniform vec4 _ZBufferParams; void main () { vec4 res_1; float tmpvar_2; tmpvar_2 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y))); vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = (gl_TexCoord[1].xyz * tmpvar_2); vec4 weights_4; weights_4 = (vec4(greaterThanEqual (tmpvar_3.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_3.zzzz, _LightSplitsFar))); vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.xyz = ((( ((_View2Shadow * tmpvar_3).xyz * weights_4.x) + ((_View2Shadow1 * tmpvar_3).xyz * weights_4.y) ) + ( (_View2Shadow2 * tmpvar_3) .xyz * weights_4.z)) + ((_View2Shadow3 * tmpvar_3).xyz * weights_4.w)); vec4 tmpvar_6; tmpvar_6 = texture2D (_ShadowMapTexture, tmpvar_5.xy); float tmpvar_7; if ((tmpvar_6.x < tmpvar_5.z)) { tmpvar_7 = _LightShadowData.x; } else { tmpvar_7 = 1.0; }; res_1.x = tmpvar_7; res_1.y = 1.0; vec2 enc_8; enc_8 = (vec2(1.0, 255.0) * (1.0 - tmpvar_2)); vec2 tmpvar_9; tmpvar_9 = fract(enc_8); enc_8.y = tmpvar_9.y; enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157)); res_1.zw = enc_8; gl_FragData[0] = res_1; } // stats: 30 alu 2 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 8 (total size: 0) // #0: _LightShadowData (high float) 4x1 [-1] // #1: _LightSplitsFar (high float) 4x1 [-1] // #2: _LightSplitsNear (high float) 4x1 [-1] // #3: _View2Shadow (high float) 4x4 [-1] // #4: _View2Shadow1 (high float) 4x4 [-1] // #5: _View2Shadow2 (high float) 4x4 [-1] // #6: _View2Shadow3 (high float) 4x4 [-1] // #7: _ZBufferParams (high float) 4x1 [-1] // textures: 2 // #0: _CameraDepthTexture (high 2d) 0x0 [-1] // #1: _ShadowMapTexture (high 2d) 0x0 [-1]