uniform vec4 _LightPositionRange; void main () { vec3 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xyz; vec4 enc_2; enc_2 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt( dot (tmpvar_1, tmpvar_1) ) * _LightPositionRange.w)); vec4 tmpvar_3; tmpvar_3 = fract(enc_2); enc_2 = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157)); gl_FragData[0] = enc_2; } // stats: 7 alu 0 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _LightPositionRange (high float) 4x1 [-1]