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]
