uniform vec4 _LightShadowData; uniform vec4 _LightSplitsFar; uniform vec4 _LightSplitsNear; uniform vec4 _ProjectionParams; uniform sampler2D _ShadowMapTexture; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[4].xy; vec4 res_2; vec4 weights_3; weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar))); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = ((( (gl_TexCoord[0].xyz * weights_3.x) + (gl_TexCoord[1].xyz * weights_3.y) ) + (gl_TexCoord[2].xyz * weights_3.z)) + (gl_TexCoord[3].xyz * weights_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_2.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0); res_2.y = 1.0; vec2 enc_7; enc_7 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x); vec2 tmpvar_8; tmpvar_8 = fract(enc_7); enc_7.y = tmpvar_8.y; enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157)); res_2.zw = enc_7; gl_FragData[0] = res_2; } // stats: 25 alu 1 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [5] loc 4 // uniforms: 4 (total size: 0) // #0: _LightShadowData (high float) 4x1 [-1] // #1: _LightSplitsFar (high float) 4x1 [-1] // #2: _LightSplitsNear (high float) 4x1 [-1] // #3: _ProjectionParams (high float) 4x1 [-1] // textures: 1 // #0: _ShadowMapTexture (high 2d) 0x0 [-1]