uniform vec4 _BlurOffsets[8]; uniform sampler2D _MainTex; uniform vec4 unity_ShadowBlurParams; void main () { float diff_1; float radius_2; float dist_3; vec4 mask_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = gl_TexCoord[0].xy; vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, tmpvar_5.xy); mask_4.zw = tmpvar_6.zw; dist_3 = (tmpvar_6.z + (tmpvar_6.w / 255.0)); radius_2 = clamp ((unity_ShadowBlurParams.y / (1.0 - dist_3)), 0.0, 1.0); mask_4.xy = (tmpvar_6.xy * unity_ShadowBlurParams.x); vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[0])).xy); diff_1 = (dist_3 - (tmpvar_7.z + (tmpvar_7.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_7.xy)); vec4 tmpvar_8; tmpvar_8 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[1])).xy); diff_1 = (dist_3 - (tmpvar_8.z + (tmpvar_8.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_8.xy)); vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[2])).xy); diff_1 = (dist_3 - (tmpvar_9.z + (tmpvar_9.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_9.xy)); vec4 tmpvar_10; tmpvar_10 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[3])).xy); diff_1 = (dist_3 - (tmpvar_10.z + (tmpvar_10.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_10.xy)); vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[4])).xy); diff_1 = (dist_3 - (tmpvar_11.z + (tmpvar_11.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_11.xy)); vec4 tmpvar_12; tmpvar_12 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[5])).xy); diff_1 = (dist_3 - (tmpvar_12.z + (tmpvar_12.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_12.xy)); vec4 tmpvar_13; tmpvar_13 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[6])).xy); diff_1 = (dist_3 - (tmpvar_13.z + (tmpvar_13.w / 255.0))); mask_4.xy = (mask_4.xy + (clamp ( (unity_ShadowBlurParams.x - abs(diff_1)) , 0.0, 1.0) * tmpvar_13.xy)); vec4 tmpvar_14; tmpvar_14 = texture2D (_MainTex, (tmpvar_5 + (radius_2 * _BlurOffsets[7])).xy); diff_1 = (dist_3 - (tmpvar_14.z + (tmpvar_14.w / 255.0))); float tmpvar_15; tmpvar_15 = clamp ((unity_ShadowBlurParams.x - abs(diff_1)), 0.0, 1.0); diff_1 = tmpvar_15; mask_4.xy = (mask_4.xy + (tmpvar_15 * tmpvar_14.xy)); gl_FragData[0] = vec4((mask_4.x / mask_4.y)); } // stats: 88 alu 9 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 2 (total size: 0) // #0: _BlurOffsets (high float) 4x1 [8] // #1: unity_ShadowBlurParams (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]