#version 300 es uniform sampler2D _CameraDepthTexture; uniform highp vec4 _LightShadowData; uniform highp vec4 _LightSplitsFar; uniform highp vec4 _LightSplitsNear; uniform sampler2D _ShadowMapTexture; uniform highp mat4 _View2Shadow; uniform highp mat4 _View2Shadow1; uniform highp mat4 _View2Shadow2; uniform highp mat4 _View2Shadow3; uniform highp vec4 _ZBufferParams; in highp vec2 xlv_TEXCOORD0; in highp vec3 xlv_TEXCOORD1; out mediump vec4 _fragData; void main () { mediump vec4 tmpvar_1; highp vec4 res_2; highp float depth_3; lowp vec4 tmpvar_4; tmpvar_4 = texture (_CameraDepthTexture, xlv_TEXCOORD0); depth_3 = tmpvar_4.x; highp float tmpvar_5; tmpvar_5 = (1.0/(((_ZBufferParams.x * depth_3) + _ZBufferParams.y))); depth_3 = tmpvar_5; highp vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = (xlv_TEXCOORD1 * tmpvar_5); mediump float shadow_7; highp vec4 weights_8; highp vec4 far_9; highp vec4 near_10; bvec4 tmpvar_11; tmpvar_11 = greaterThanEqual (tmpvar_6.zzzz, _LightSplitsNear); lowp vec4 tmpvar_12; tmpvar_12 = vec4(tmpvar_11); near_10 = tmpvar_12; bvec4 tmpvar_13; tmpvar_13 = lessThan (tmpvar_6.zzzz, _LightSplitsFar); lowp vec4 tmpvar_14; tmpvar_14 = vec4(tmpvar_13); far_9 = tmpvar_14; weights_8 = (near_10 * far_9); highp vec4 tmpvar_15; tmpvar_15.w = 1.0; tmpvar_15.xyz = ((( ((_View2Shadow * tmpvar_6).xyz * weights_8.x) + ((_View2Shadow1 * tmpvar_6).xyz * weights_8.y) ) + ( (_View2Shadow2 * tmpvar_6) .xyz * weights_8.z)) + ((_View2Shadow3 * tmpvar_6).xyz * weights_8.w)); lowp vec4 tmpvar_16; tmpvar_16 = texture (_ShadowMapTexture, tmpvar_15.xy); highp float tmpvar_17; if ((tmpvar_16.x < tmpvar_15.z)) { tmpvar_17 = _LightShadowData.x; } else { tmpvar_17 = 1.0; }; shadow_7 = tmpvar_17; res_2.x = shadow_7; res_2.y = 1.0; highp vec2 enc_18; enc_18 = (vec2(1.0, 255.0) * (1.0 - tmpvar_5)); highp vec2 tmpvar_19; tmpvar_19 = fract(enc_18); enc_18.y = tmpvar_19.y; enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157)); res_2.zw = enc_18; tmpvar_1 = res_2; _fragData = tmpvar_1; } // stats: 30 alu 2 tex 1 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 3x1 [-1] // 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 (low 2d) 0x0 [-1] // #1: _ShadowMapTexture (low 2d) 0x0 [-1]