struct v2f {
  vec4 pos;
  vec4 uv;
  vec3 ray;
};
uniform vec4 unity_LightmapFade;
uniform vec4 _ZBufferParams;
uniform mat4 _ViewToCookie;
uniform mat4 _View2Shadow;
uniform samplerCube _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightShadowData;
uniform vec4 _LightPositionRange;
uniform vec4 _LightPos;
uniform vec4 _LightColor;
uniform sampler2D _CameraNormalsTexture;
uniform sampler2D _CameraDepthTexture;
float xll_saturate (
  in float x_1
)
{
  float tmpvar_2;
  tmpvar_2 = clamp (x_1, 0.0, 1.0);
  return tmpvar_2;
}

vec2 xll_saturate (
  in vec2 x_3
)
{
  vec2 tmpvar_4;
  tmpvar_4 = clamp (x_3, 0.0, 1.0);
  return tmpvar_4;
}

vec3 xll_saturate (
  in vec3 x_5
)
{
  vec3 tmpvar_6;
  tmpvar_6 = clamp (x_5, 0.0, 1.0);
  return tmpvar_6;
}

vec4 xll_saturate (
  in vec4 x_7
)
{
  vec4 tmpvar_8;
  tmpvar_8 = clamp (x_7, 0.0, 1.0);
  return tmpvar_8;
}

mat2 xll_saturate (
  in mat2 m_9
)
{
  vec2 tmpvar_10;
  tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
  vec2 tmpvar_11;
  tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
  mat2 tmpvar_12;
  vec2 tmpvar_13;
  tmpvar_13 = tmpvar_10;
  tmpvar_12[0] = tmpvar_13;
  vec2 tmpvar_14;
  tmpvar_14 = tmpvar_11;
  tmpvar_12[1] = tmpvar_14;
  return tmpvar_12;
}

mat3 xll_saturate (
  in mat3 m_15
)
{
  vec3 tmpvar_16;
  tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
  vec3 tmpvar_17;
  tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
  vec3 tmpvar_18;
  tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
  mat3 tmpvar_19;
  vec3 tmpvar_20;
  tmpvar_20 = tmpvar_16;
  tmpvar_19[0] = tmpvar_20;
  vec3 tmpvar_21;
  tmpvar_21 = tmpvar_17;
  tmpvar_19[1] = tmpvar_21;
  vec3 tmpvar_22;
  tmpvar_22 = tmpvar_18;
  tmpvar_19[2] = tmpvar_22;
  return tmpvar_19;
}

mat4 xll_saturate (
  in mat4 m_23
)
{
  vec4 tmpvar_24;
  tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
  vec4 tmpvar_25;
  tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
  vec4 tmpvar_26;
  tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
  vec4 tmpvar_27;
  tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
  mat4 tmpvar_28;
  vec4 tmpvar_29;
  tmpvar_29 = tmpvar_24;
  tmpvar_28[0] = tmpvar_29;
  vec4 tmpvar_30;
  tmpvar_30 = tmpvar_25;
  tmpvar_28[1] = tmpvar_30;
  vec4 tmpvar_31;
  tmpvar_31 = tmpvar_26;
  tmpvar_28[2] = tmpvar_31;
  vec4 tmpvar_32;
  tmpvar_32 = tmpvar_27;
  tmpvar_28[3] = tmpvar_32;
  return tmpvar_28;
}

mat3 xll_constructMat3 (
  in mat4 m_33
)
{
  vec3 tmpvar_34;
  tmpvar_34 = m_33[0].xyz;
  vec3 tmpvar_35;
  tmpvar_35 = m_33[1].xyz;
  vec3 tmpvar_36;
  tmpvar_36 = m_33[2].xyz;
  mat3 tmpvar_37;
  vec3 tmpvar_38;
  tmpvar_38 = tmpvar_34;
  tmpvar_37[0] = tmpvar_38;
  vec3 tmpvar_39;
  tmpvar_39 = tmpvar_35;
  tmpvar_37[1] = tmpvar_39;
  vec3 tmpvar_40;
  tmpvar_40 = tmpvar_36;
  tmpvar_37[2] = tmpvar_40;
  return tmpvar_37;
}

float Luminance (
  in vec3 c_41
)
{
  float tmpvar_42;
  tmpvar_42 = dot (c_41, vec3(0.22, 0.707, 0.071));
  return tmpvar_42;
}

float Linear01Depth (
  in float z_43
)
{
  return (1.0 / ((_ZBufferParams.x * z_43) + _ZBufferParams.y));
}

float DecodeFloatRGBA (
  in vec4 enc_44
)
{
  vec4 kDecodeDot_45;
  vec4 tmpvar_46;
  tmpvar_46 = vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09);
  kDecodeDot_45 = tmpvar_46;
  float tmpvar_47;
  tmpvar_47 = dot (enc_44, kDecodeDot_45);
  return tmpvar_47;
}

float SampleCubeDistance (
  in vec3 vec_48
)
{
  vec4 packDist_49;
  vec4 tmpvar_50;
  tmpvar_50 = textureCube (_ShadowMapTexture, vec_48);
  vec4 tmpvar_51;
  tmpvar_51 = tmpvar_50;
  packDist_49 = tmpvar_51;
  float tmpvar_52;
  tmpvar_52 = DecodeFloatRGBA (packDist_49);
  return tmpvar_52;
}

float unitySampleShadow (
  in vec3 vec_53,
  in float mydist_54
)
{
  float dist_55;
  float tmpvar_56;
  tmpvar_56 = SampleCubeDistance (vec_53);
  float tmpvar_57;
  tmpvar_57 = tmpvar_56;
  dist_55 = tmpvar_57;
  float tmpvar_58;
  if ((dist_55 < mydist_54)) {
    tmpvar_58 = _LightShadowData.x;
  } else {
    tmpvar_58 = 1.0;
  };
  return tmpvar_58;
}

float ComputeShadow (
  in vec3 vec_59,
  in vec2 uv_60
)
{
  float mydist_61;
  float fade_62;
  float tmpvar_63;
  tmpvar_63 = ((vec_59.z * _LightShadowData.z) + _LightShadowData.w);
  fade_62 = tmpvar_63;
  float tmpvar_64;
  tmpvar_64 = xll_saturate (fade_62);
  float tmpvar_65;
  tmpvar_65 = tmpvar_64;
  fade_62 = tmpvar_65;
  mat3 tmpvar_66;
  tmpvar_66 = xll_constructMat3 (_View2Shadow);
  vec3 tmpvar_67;
  tmpvar_67 = (tmpvar_66 * vec_59);
  vec_59 = tmpvar_67;
  float tmpvar_68;
  tmpvar_68 = length (vec_59);
  float tmpvar_69;
  tmpvar_69 = (tmpvar_68 * _LightPositionRange.w);
  mydist_61 = tmpvar_69;
  float tmpvar_70;
  tmpvar_70 = (mydist_61 * 0.97);
  mydist_61 = tmpvar_70;
  float tmpvar_71;
  tmpvar_71 = unitySampleShadow (vec_59, mydist_61);
  return tmpvar_71;
  return 1.0;
}

vec4 frag (
  in v2f i_72
)
{
  float fade_73;
  vec4 res_74;
  float spec_75;
  vec3 h_76;
  float diff_77;
  float atten_78;
  float att_79;
  vec3 lightDir_80;
  vec3 tolight_81;
  vec3 vpos_82;
  float depth_83;
  vec3 normal_84;
  vec4 nspec_85;
  vec2 uv_86;
  vec3 tmpvar_87;
  tmpvar_87 = (i_72.ray * (_ProjectionParams.z / i_72.ray.z));
  i_72.ray = tmpvar_87;
  vec2 tmpvar_88;
  tmpvar_88 = (i_72.uv.xy / i_72.uv.w);
  uv_86 = tmpvar_88;
  vec4 tmpvar_89;
  tmpvar_89 = texture2D (_CameraNormalsTexture, uv_86);
  vec4 tmpvar_90;
  tmpvar_90 = tmpvar_89;
  nspec_85 = tmpvar_90;
  vec3 tmpvar_91;
  tmpvar_91 = ((nspec_85.xyz * 2.0) - 1.0);
  normal_84 = tmpvar_91;
  vec3 tmpvar_92;
  tmpvar_92 = normalize (normal_84);
  vec3 tmpvar_93;
  tmpvar_93 = tmpvar_92;
  normal_84 = tmpvar_93;
  vec4 tmpvar_94;
  tmpvar_94 = texture2D (_CameraDepthTexture, uv_86);
  float tmpvar_95;
  tmpvar_95 = tmpvar_94.x;
  depth_83 = tmpvar_95;
  float tmpvar_96;
  tmpvar_96 = Linear01Depth (depth_83);
  float tmpvar_97;
  tmpvar_97 = tmpvar_96;
  depth_83 = tmpvar_97;
  vec3 tmpvar_98;
  tmpvar_98 = (i_72.ray * depth_83);
  vpos_82 = tmpvar_98;
  vec3 tmpvar_99;
  tmpvar_99 = (_LightPos.xyz - vpos_82);
  tolight_81 = tmpvar_99;
  vec3 tmpvar_100;
  tmpvar_100 = normalize (tolight_81);
  vec3 tmpvar_101;
  tmpvar_101 = tmpvar_100;
  lightDir_80 = tmpvar_101;
  float tmpvar_102;
  tmpvar_102 = dot (tolight_81, tolight_81);
  float tmpvar_103;
  tmpvar_103 = (tmpvar_102 * _LightPos.w);
  att_79 = tmpvar_103;
  vec2 tmpvar_104;
  tmpvar_104 = vec2(att_79);
  vec2 tmpvar_105;
  tmpvar_105 = tmpvar_104.xy;
  vec4 tmpvar_106;
  tmpvar_106 = texture2D (_LightTextureB0, tmpvar_105);
  float tmpvar_107;
  tmpvar_107 = tmpvar_106.w;
  atten_78 = tmpvar_107;
  float tmpvar_108;
  tmpvar_108 = ComputeShadow (-(tolight_81), uv_86);
  float tmpvar_109;
  tmpvar_109 = (atten_78 * tmpvar_108);
  atten_78 = tmpvar_109;
  vec4 tmpvar_110;
  tmpvar_110.w = 1.0;
  tmpvar_110.xyz = vpos_82.xyz;
  vec4 tmpvar_111;
  tmpvar_111 = textureCube (_LightTexture0, (_ViewToCookie * tmpvar_110).xyz);
  float tmpvar_112;
  tmpvar_112 = (atten_78 * tmpvar_111.w);
  atten_78 = tmpvar_112;
  float tmpvar_113;
  tmpvar_113 = dot (lightDir_80, normal_84);
  float tmpvar_114;
  tmpvar_114 = max (0.0, tmpvar_113);
  float tmpvar_115;
  tmpvar_115 = tmpvar_114;
  diff_77 = tmpvar_115;
  vec3 tmpvar_116;
  tmpvar_116 = normalize (vpos_82);
  vec3 tmpvar_117;
  tmpvar_117 = normalize ((lightDir_80 - tmpvar_116));
  vec3 tmpvar_118;
  tmpvar_118 = tmpvar_117;
  h_76 = tmpvar_118;
  float tmpvar_119;
  tmpvar_119 = dot (h_76, normal_84);
  float tmpvar_120;
  tmpvar_120 = max (0.0, tmpvar_119);
  float tmpvar_121;
  tmpvar_121 = pow (tmpvar_120, (nspec_85.w * 128.0));
  float tmpvar_122;
  tmpvar_122 = tmpvar_121;
  spec_75 = tmpvar_122;
  float tmpvar_123;
  tmpvar_123 = xll_saturate (atten_78);
  float tmpvar_124;
  tmpvar_124 = (spec_75 * tmpvar_123);
  spec_75 = tmpvar_124;
  vec3 tmpvar_125;
  tmpvar_125 = (_LightColor.xyz * (diff_77 * atten_78));
  res_74.xyz = tmpvar_125.xyz.xyz;
  float tmpvar_126;
  tmpvar_126 = Luminance (_LightColor.xyz);
  float tmpvar_127;
  tmpvar_127 = (spec_75 * tmpvar_126);
  res_74.w = vec4(tmpvar_127).w;
  float tmpvar_128;
  tmpvar_128 = ((vpos_82.z * unity_LightmapFade.z) + unity_LightmapFade.w);
  fade_73 = tmpvar_128;
  float tmpvar_129;
  tmpvar_129 = xll_saturate ((1.0 - fade_73));
  vec4 tmpvar_130;
  tmpvar_130 = (res_74 * tmpvar_129);
  res_74 = tmpvar_130;
  vec4 tmpvar_131;
  tmpvar_131 = exp2 (-(res_74));
  return tmpvar_131;
}

void main ()
{
  v2f xlt_i_132;
  vec4 xl_retval_133;
  vec4 tmpvar_134;
  tmpvar_134 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_132.pos = tmpvar_134;
  vec4 tmpvar_135;
  tmpvar_135 = gl_TexCoord[0].xyzw;
  vec4 tmpvar_136;
  tmpvar_136 = tmpvar_135;
  xlt_i_132.uv = tmpvar_136;
  vec3 tmpvar_137;
  tmpvar_137 = gl_TexCoord[1].xyz;
  vec3 tmpvar_138;
  tmpvar_138 = tmpvar_137;
  xlt_i_132.ray = tmpvar_138;
  vec4 tmpvar_139;
  tmpvar_139 = frag (xlt_i_132);
  vec4 tmpvar_140;
  tmpvar_140 = tmpvar_139;
  xl_retval_133 = tmpvar_140;
  vec4 tmpvar_141;
  tmpvar_141 = xl_retval_133.xyzw;
  vec4 tmpvar_142;
  tmpvar_142 = tmpvar_141;
  gl_FragData[0] = tmpvar_142;
}

