#version 300 es
out mediump vec4 _fragData;
float xll_saturate( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
vec2 xll_vecTSel (bvec2 a, vec2 b, vec2 c) {
  return vec2 (a.x ? b.x : c.x, a.y ? b.y : c.y);
}
vec3 xll_vecTSel (bvec3 a, vec3 b, vec3 c) {
  return vec3 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z);
}
vec4 xll_vecTSel (bvec4 a, vec4 b, vec4 c) {
  return vec4 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z, a.w ? b.w : c.w);
}
struct v2f {
    highp vec4 pos;
    highp vec4 uv;
    highp vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _CameraNormalsTexture;
uniform highp mat4 _CameraToWorld;
uniform highp vec4 _LightColor;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 _LightPos;
uniform highp vec4 _LightPositionRange;
uniform highp vec4 _LightShadowData;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform highp vec4 _ProjectionParams;
uniform samplerCube _ShadowMapTexture;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_LightmapFade;
mediump float Luminance( in mediump vec3 c );
highp float Linear01Depth( in highp float z );
highp float DecodeFloatRGBA( in highp vec4 enc );
highp float SampleCubeDistance( in highp vec3 vec );
mediump float unitySampleShadow( in highp vec3 vec, in highp float mydist );
mediump float ComputeShadow( in highp vec3 vec, in highp float z, in highp vec2 uv );
mediump vec4 xlat_main( in v2f i );
mediump float Luminance( in mediump vec3 c ) {
    return dot( c, vec3( 0.220000, 0.707000, 0.0710000));
}
highp float Linear01Depth( in highp float z ) {
    return (1.00000 / ((_ZBufferParams.x  * z) + _ZBufferParams.y ));
}
highp float DecodeFloatRGBA( in highp vec4 enc ) {
    highp vec4 kDecodeDot = vec4( 1.00000, 0.00392157, 1.53787e-005, 6.22737e-009);
    return dot( enc, kDecodeDot);
}
highp float SampleCubeDistance( in highp vec3 vec ) {
    highp vec4 packDist;
    packDist = texture( _ShadowMapTexture, vec);
    return DecodeFloatRGBA( packDist);
}
mediump float unitySampleShadow( in highp vec3 vec, in highp float mydist ) {
    highp float z = 0.00781250;
    highp vec4 shadowVals;
    mediump vec4 shadows;
    shadowVals.x  = SampleCubeDistance( (vec + vec3( z, z, z)));
    shadowVals.y  = SampleCubeDistance( (vec + vec3( ( -z ), ( -z ), z)));
    shadowVals.z  = SampleCubeDistance( (vec + vec3( ( -z ), z, ( -z ))));
    shadowVals.w  = SampleCubeDistance( (vec + vec3( z, ( -z ), ( -z ))));
    shadows = xll_vecTSel (lessThan( shadowVals, vec4( vec4( mydist) )), vec4( _LightShadowData.xxxx ), vec4( 1.00000));
    return dot( shadows, vec4( 0.250000));
}
mediump float ComputeShadow( in highp vec3 vec, in highp float z, in highp vec2 uv ) {
    highp float fade;
    highp float mydist;
    fade = ((z * _LightShadowData.z ) + _LightShadowData.w );
    fade = xll_saturate( fade );
    mydist = (length( vec ) * _LightPositionRange.w );
    mydist *= 0.970000;
    return unitySampleShadow( vec, mydist);
    return 1.00000;
}
mediump vec4 xlat_main( in v2f i ) {
    highp vec2 uv;
    mediump vec4 nspec;
    mediump vec3 normal;
    highp float depth;
    highp vec4 vpos;
    highp vec3 wpos;
    highp vec3 tolight;
    mediump vec3 lightDir;
    highp float att;
    highp float atten;
    mediump float diff;
    mediump vec3 h;
    highp float spec;
    mediump vec4 res;
    highp float fade;
    i.ray = (i.ray * (_ProjectionParams.z  / i.ray.z ));
    uv = (i.uv.xy  / i.uv.w );
    nspec = texture( _CameraNormalsTexture, uv);
    normal = ((nspec.xyz  * 2.00000) - 1.00000);
    normal = normalize( normal );
    depth = texture( _CameraDepthTexture, uv).x ;
    depth = Linear01Depth( depth);
    vpos = vec4( (i.ray * depth), 1.00000);
    wpos = ( _CameraToWorld * vpos ).xyz ;
    tolight = (wpos - _LightPos.xyz );
    lightDir = ( -normalize( tolight ) );
    att = (dot( tolight, tolight) * _LightPos.w );
    atten = texture( _LightTextureB0, vec2( vec2( att))).w ;
    atten *= ComputeShadow( tolight, vpos.z , uv);
    atten *= texture( _LightTexture0, ( _LightMatrix0 * vec4( wpos, 1.00000) ).xyz ).w ;
    diff = max( 0.000000, dot( lightDir, normal));
    h = normalize( (lightDir - normalize( (wpos - _WorldSpaceCameraPos) )) );
    spec = pow( max( 0.000000, dot( h, normal)), (nspec.w  * 128.000));
    spec *= xll_saturate( atten );
    res.xyz  = (_LightColor.xyz  * (diff * atten));
    res.w  = (spec * Luminance( _LightColor.xyz ));
    fade = ((vpos.z  * unity_LightmapFade.z ) + unity_LightmapFade.w );
    res *= xll_saturate( (1.00000 - fade) );
    return exp2( ( -res ) );
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
void main() {
    mediump vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec4( xlv_TEXCOORD0);
    xlt_i.ray = vec3( xlv_TEXCOORD1);
    xl_retval = xlat_main( xlt_i);
    _fragData = vec4( xl_retval);
}
