51 lines
1.5 KiB
Plaintext
51 lines
1.5 KiB
Plaintext
uniform vec4 _LightShadowData;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _ShadowMapTexture;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[4].xy;
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vec4 res_2;
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vec4 weights_3;
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weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = (((
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(gl_TexCoord[0].xyz * weights_3.x)
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+
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(gl_TexCoord[1].xyz * weights_3.y)
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) + (gl_TexCoord[2].xyz * weights_3.z)) + (gl_TexCoord[3].xyz * weights_3.w));
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy);
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float tmpvar_6;
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if ((tmpvar_5.x < tmpvar_4.z)) {
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tmpvar_6 = _LightShadowData.x;
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} else {
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tmpvar_6 = 1.0;
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};
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res_2.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
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res_2.y = 1.0;
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vec2 enc_7;
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enc_7 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x);
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vec2 tmpvar_8;
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tmpvar_8 = fract(enc_7);
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enc_7.y = tmpvar_8.y;
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enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157));
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res_2.zw = enc_7;
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gl_FragData[0] = res_2;
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}
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// stats: 25 alu 1 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [5] loc 4
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// uniforms: 4 (total size: 0)
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// #0: _LightShadowData (high float) 4x1 [-1]
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// #1: _LightSplitsFar (high float) 4x1 [-1]
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// #2: _LightSplitsNear (high float) 4x1 [-1]
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// #3: _ProjectionParams (high float) 4x1 [-1]
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// textures: 1
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// #0: _ShadowMapTexture (high 2d) 0x0 [-1]
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