uniform vec4 _LightPositionRange;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xyz;
  vec4 enc_2;
  enc_2 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(
    dot (tmpvar_1, tmpvar_1)
  ) * _LightPositionRange.w));
  vec4 tmpvar_3;
  tmpvar_3 = fract(enc_2);
  enc_2 = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
  gl_FragData[0] = enc_2;
}


// stats: 7 alu 0 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
//  #0: _LightPositionRange (high float) 4x1 [-1]
