uniform sampler2D _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
void main ()
{
  vec3 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xyz;
  vec3 tmpvar_2;
  tmpvar_2 = gl_TexCoord[1].xyz;
  vec3 tmpvar_3;
  tmpvar_3 = gl_TexCoord[2].xyz;
  vec3 tmpvar_4;
  tmpvar_4 = gl_TexCoord[3].xyz;
  vec2 tmpvar_5;
  tmpvar_5 = gl_TexCoord[4].xy;
  vec3 tmpvar_6;
  tmpvar_6 = gl_TexCoord[5].xyz;
  vec4 res;
  float x;
  x = (fract (((tmpvar_6.y + (tmpvar_6.z * 0.1)) * 5.0)) - 0.5);
  if ((x < 0.0)) {
    discard;
  };
  vec4 tmpvar_7;
  tmpvar_7 = tmpvar_5.xxxx;
  vec4 tmpvar_8;
  tmpvar_8 = (vec4(greaterThanEqual (tmpvar_7, _LightSplitsNear)) * vec4(lessThan (tmpvar_7, _LightSplitsFar)));
  vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = ((((tmpvar_1 * tmpvar_8.x) + (tmpvar_2 * tmpvar_8.y)) + (tmpvar_3 * tmpvar_8.z)) + (tmpvar_4 * tmpvar_8.w));
  vec4 tmpvar_10;
  tmpvar_10 = texture2D (_ShadowMapTexture, tmpvar_9.xy);
  float tmpvar_11;
  if ((tmpvar_10.x < tmpvar_9.z)) {
    tmpvar_11 = _LightShadowData.x;
  } else {
    tmpvar_11 = 1.0;
  };
  res.x = clamp ((tmpvar_11 + clamp (tmpvar_5.y, 0.0, 1.0)), 0.0, 1.0);
  res.y = 1.0;
  vec2 enc;
  vec2 tmpvar_12;
  tmpvar_12 = fract ((vec2(1.0, 255.0) * (1.0 - (tmpvar_5.xxxx * _ProjectionParams.w)).x));
  enc = tmpvar_12;
  enc.x = (tmpvar_12.x - (tmpvar_12.y * 0.00392157));
  res.zw = enc;
  gl_FragData[0] = res;
}

