#version 300 es
struct v2f {
    highp vec4 pos;
    highp vec2 uv;
    highp vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform highp vec4 _LightShadowData;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform highp mat4 _View2Shadow;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow3;
uniform highp vec4 _ZBufferParams;
mediump float unitySampleShadow( in highp vec4 eyePos );
highp float Linear01Depth( in highp float z );
highp vec2 EncodeFloatRG( in highp float v );
mediump vec4 xlat_main( in v2f i );
mediump float unitySampleShadow( in highp vec4 eyePos ) {
    highp vec3 sc0;
    highp vec3 sc1;
    highp vec3 sc2;
    highp vec3 sc3;
    highp float z;
    highp vec4 near;
    highp vec4 far;
    highp vec4 weights;
    highp vec4 coord;
    mediump float shadow;
    sc0 = ( _View2Shadow * eyePos ).xyz ;
    sc1 = ( _View2Shadow1 * eyePos ).xyz ;
    sc2 = ( _View2Shadow2 * eyePos ).xyz ;
    sc3 = ( _View2Shadow3 * eyePos ).xyz ;
    z = eyePos.z ;
    near = vec4( greaterThanEqual( vec4( z ), _LightSplitsNear) );
    far = vec4( lessThan( vec4( z ), _LightSplitsFar) );
    weights = (near * far);
    coord = vec4( ((((sc0 * weights.x ) + (sc1 * weights.y )) + (sc2 * weights.z )) + (sc3 * weights.w )), 1.00000);
    shadow = ( (texture( _ShadowMapTexture, coord.xy ).x  < coord.z ) ) ? ( _LightShadowData.x  ) : ( 1.00000 );
    return shadow;
}
highp float Linear01Depth( in highp float z ) {
    return (1.00000 / ((_ZBufferParams.x  * z) + _ZBufferParams.y ));
}
highp vec2 EncodeFloatRG( in highp float v ) {
    highp vec2 kEncodeMul = vec2( 1.00000, 255.000);
    highp float kEncodeBit = 0.00392157;
    highp vec2 enc;
    enc = (kEncodeMul * v);
    enc = fract( enc );
    enc.x  -= (enc.y  * kEncodeBit);
    return enc;
}
mediump vec4 xlat_main( in v2f i ) {
    highp float depth;
    highp vec4 vpos;
    mediump float shadow;
    highp vec4 res;
    depth = texture( _CameraDepthTexture, i.uv).x ;
    depth = Linear01Depth( depth);
    vpos = vec4( (i.ray * depth), 1.00000);
    shadow = unitySampleShadow( vpos);
    res.x  = shadow;
    res.y  = 1.00000;
    res.zw  = EncodeFloatRG( (1.00000 - depth));
    return res;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
out mediump vec4 _fragData;
void main() {
    mediump vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2( xlv_TEXCOORD0);
    xlt_i.ray = vec3( xlv_TEXCOORD1);
    xl_retval = xlat_main( xlt_i);
    _fragData = vec4( xl_retval);
}
