uniform vec4 _LightShadowData;
uniform mat4 _Object2World;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
void main ()
{
  float z_1;
  vec2 tmpvar_2;
  z_1 = -((gl_ModelViewMatrix * gl_Vertex).z);
  tmpvar_2.x = z_1;
  tmpvar_2.y = ((z_1 * _LightShadowData.z) + _LightShadowData.w);
  vec4 tmpvar_3;
  tmpvar_3 = (_Object2World * gl_Vertex);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_4;
  tmpvar_4.w = 0.0;
  tmpvar_4.xyz = (_World2Shadow * tmpvar_3).xyz;
  gl_TexCoord[0] = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.w = 0.0;
  tmpvar_5.xyz = (_World2Shadow1 * tmpvar_3).xyz;
  gl_TexCoord[1] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.w = 0.0;
  tmpvar_6.xyz = (_World2Shadow2 * tmpvar_3).xyz;
  gl_TexCoord[2] = tmpvar_6;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = (_World2Shadow3 * tmpvar_3).xyz;
  gl_TexCoord[3] = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8.zw = vec2(0.0, 0.0);
  tmpvar_8.xy = tmpvar_2;
  gl_TexCoord[4] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = tmpvar_3.xyz;
  gl_TexCoord[5] = tmpvar_9;
}


// stats: 16 alu 0 tex 0 flow
// inputs: 1
//  #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 8 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: gl_ModelViewMatrix (high float) 4x4 [-1]
//  #2: _LightShadowData (high float) 4x1 [-1]
//  #3: _Object2World (high float) 4x4 [-1]
//  #4: _World2Shadow (high float) 4x4 [-1]
//  #5: _World2Shadow1 (high float) 4x4 [-1]
//  #6: _World2Shadow2 (high float) 4x4 [-1]
//  #7: _World2Shadow3 (high float) 4x4 [-1]
