varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 _View2Shadow3;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightSplitsNear;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightShadowData;
uniform sampler2D _CameraDepthTexture;
void main ()
{
  mediump vec4 tmpvar_1;
  highp vec4 res;
  highp float depth;
  lowp float tmpvar_2;
  tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0).x;
  depth = tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = (1.0/(((_ZBufferParams.x * depth) + _ZBufferParams.y)));
  depth = tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = (xlv_TEXCOORD1 * tmpvar_3);
  mediump float shadow_i0;
  highp vec4 far;
  highp vec4 near;
  highp vec4 tmpvar_5;
  tmpvar_5 = tmpvar_4.zzzz;
  lowp vec4 tmpvar_6;
  tmpvar_6 = vec4(greaterThanEqual (tmpvar_5, _LightSplitsNear));
  near = tmpvar_6;
  highp vec4 tmpvar_7;
  tmpvar_7 = tmpvar_4.zzzz;
  lowp vec4 tmpvar_8;
  tmpvar_8 = vec4(lessThan (tmpvar_7, _LightSplitsFar));
  far = tmpvar_8;
  highp vec4 tmpvar_9;
  tmpvar_9 = (near * far);
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = (((((_View2Shadow * tmpvar_4).xyz * tmpvar_9.x) + ((_View2Shadow1 * tmpvar_4).xyz * tmpvar_9.y)) + ((_View2Shadow2 * tmpvar_4).xyz * tmpvar_9.z)) + ((_View2Shadow3 * tmpvar_4).xyz * tmpvar_9.w));
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture2D (_ShadowMapTexture, tmpvar_10.xy);
  highp float tmpvar_12;
  if ((tmpvar_11.x < tmpvar_10.z)) {
    tmpvar_12 = _LightShadowData.x;
  } else {
    tmpvar_12 = 1.0;
  };
  shadow_i0 = tmpvar_12;
  res.x = shadow_i0;
  res.y = 1.0;
  highp vec2 enc;
  highp vec2 tmpvar_13;
  tmpvar_13 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_3)));
  enc = tmpvar_13;
  enc.x = (tmpvar_13.x - (tmpvar_13.y * 0.00392157));
  res.zw = enc;
  tmpvar_1 = res;
  gl_FragData[0] = tmpvar_1;
}

