uniform float _Cutoff; uniform vec4 _LightShadowData; uniform vec4 _LightSplitsFar; uniform vec4 _LightSplitsNear; uniform sampler2D _MainTex; uniform vec4 _ProjectionParams; uniform sampler2D _ShadowMapTexture; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[4].xy; vec4 res_2; vec4 weights_3; float x_4; x_4 = ((texture2D (_MainTex, gl_TexCoord[5].xy).w * gl_Color.w) - _Cutoff); if ((x_4 < 0.0)) { discard; }; weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar))); vec4 tmpvar_5; tmpvar_5.w = 1.0; tmpvar_5.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_6; tmpvar_6 = texture2D (_ShadowMapTexture, tmpvar_5.xy); float tmpvar_7; if ((tmpvar_6.x < tmpvar_5.z)) { tmpvar_7 = _LightShadowData.x; } else { tmpvar_7 = 1.0; }; res_2.x = clamp ((tmpvar_7 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0); res_2.y = 1.0; vec2 enc_8; enc_8 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x); vec2 tmpvar_9; tmpvar_9 = fract(enc_8); enc_8.y = tmpvar_9.y; enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157)); res_2.zw = enc_8; gl_FragData[0] = res_2; } // stats: 28 alu 3 tex 2 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [6] loc 4 // uniforms: 5 (total size: 0) // #0: _Cutoff (high float) 1x1 [-1] // #1: _LightShadowData (high float) 4x1 [-1] // #2: _LightSplitsFar (high float) 4x1 [-1] // #3: _LightSplitsNear (high float) 4x1 [-1] // #4: _ProjectionParams (high float) 4x1 [-1] // textures: 2 // #0: _MainTex (high 2d) 0x0 [-1] // #1: _ShadowMapTexture (high 2d) 0x0 [-1]