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; vec3 tmpvar_2; tmpvar_2 = gl_TexCoord[5].xyz; vec4 res_3; vec4 weights_4; float x_5; x_5 = (fract(( (tmpvar_2.y + (tmpvar_2.z * 0.1)) * 5.0)) - 0.5); if ((x_5 < 0.0)) { discard; }; weights_4 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar))); vec4 tmpvar_6; tmpvar_6.w = 1.0; tmpvar_6.xyz = ((( (gl_TexCoord[0].xyz * weights_4.x) + (gl_TexCoord[1].xyz * weights_4.y) ) + (gl_TexCoord[2].xyz * weights_4.z)) + (gl_TexCoord[3].xyz * weights_4.w)); vec4 tmpvar_7; tmpvar_7 = texture2D (_ShadowMapTexture, tmpvar_6.xy); float tmpvar_8; if ((tmpvar_7.x < tmpvar_6.z)) { tmpvar_8 = _LightShadowData.x; } else { tmpvar_8 = 1.0; }; res_3.x = clamp ((tmpvar_8 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0); res_3.y = 1.0; vec2 enc_9; enc_9 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x); vec2 tmpvar_10; tmpvar_10 = fract(enc_9); enc_9.y = tmpvar_10.y; enc_9.x = (tmpvar_10.x - (tmpvar_10.y * 0.00392157)); res_3.zw = enc_9; gl_FragData[0] = res_3; } // stats: 31 alu 2 tex 2 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [6] 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]