struct v2f_img {
  vec4 pos;
  vec2 uv;
};
uniform vec4 unity_ShadowBlurParams;
uniform sampler2D _MainTex;
uniform vec4 _BlurOffsets[8];
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;
}

vec4 frag (
  in v2f_img i_33
)
{
  float shadow_34;
  float diff_35;
  float sampleDist_36;
  vec4 sample_37;
  int i_1_38;
  float diffTolerance_39;
  float radius_40;
  float dist_41;
  vec4 mask_42;
  vec4 coord_43;
  int tmpvar_44;
  tmpvar_44 = 0;
  i_1_38 = tmpvar_44;
  vec4 tmpvar_45;
  tmpvar_45.zw = vec2(0.0, 0.0);
  tmpvar_45.xy = i_33.uv.xy;
  vec4 tmpvar_46;
  tmpvar_46 = tmpvar_45;
  coord_43 = tmpvar_46;
  vec4 tmpvar_47;
  tmpvar_47 = texture2D (_MainTex, coord_43.xy);
  vec4 tmpvar_48;
  tmpvar_48 = tmpvar_47;
  mask_42 = tmpvar_48;
  float tmpvar_49;
  tmpvar_49 = (mask_42.z + (mask_42.w / 255.0));
  dist_41 = tmpvar_49;
  float tmpvar_50;
  tmpvar_50 = xll_saturate ((unity_ShadowBlurParams.y / (1.0 - dist_41)));
  float tmpvar_51;
  tmpvar_51 = tmpvar_50;
  radius_40 = tmpvar_51;
  float tmpvar_52;
  tmpvar_52 = unity_ShadowBlurParams.x;
  diffTolerance_39 = tmpvar_52;
  vec2 tmpvar_53;
  tmpvar_53 = (mask_42.xy * diffTolerance_39);
  mask_42.xy = tmpvar_53.xy.xy;
  while (true) {
    if (!((i_1_38 < 8))) {
      break;
    };
    vec4 tmpvar_54;
    tmpvar_54 = texture2D (_MainTex, (coord_43 + (radius_40 * _BlurOffsets[i_1_38])).xy);
    vec4 tmpvar_55;
    tmpvar_55 = tmpvar_54;
    sample_37 = tmpvar_55;
    float tmpvar_56;
    tmpvar_56 = (sample_37.z + (sample_37.w / 255.0));
    sampleDist_36 = tmpvar_56;
    float tmpvar_57;
    tmpvar_57 = (dist_41 - sampleDist_36);
    diff_35 = tmpvar_57;
    float tmpvar_58;
    tmpvar_58 = abs (diff_35);
    float tmpvar_59;
    tmpvar_59 = xll_saturate ((diffTolerance_39 - tmpvar_58));
    float tmpvar_60;
    tmpvar_60 = tmpvar_59;
    diff_35 = tmpvar_60;
    vec2 tmpvar_61;
    tmpvar_61 = (mask_42.xy + (diff_35 * sample_37.xy));
    mask_42.xy = tmpvar_61.xy.xy;
    int _post_incdec_tmp_62;
    _post_incdec_tmp_62 = i_1_38;
    int tmpvar_63;
    tmpvar_63 = (i_1_38 + 1);
    i_1_38 = tmpvar_63;
  };
  float tmpvar_64;
  tmpvar_64 = (mask_42.x / mask_42.y);
  shadow_34 = tmpvar_64;
  vec4 tmpvar_65;
  tmpvar_65 = vec4(shadow_34);
  return tmpvar_65;
}

void main ()
{
  v2f_img xlt_i_66;
  vec4 xl_retval_67;
  vec4 tmpvar_68;
  tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_66.pos = tmpvar_68;
  vec2 tmpvar_69;
  tmpvar_69 = gl_TexCoord[0].xy;
  vec2 tmpvar_70;
  tmpvar_70 = tmpvar_69;
  xlt_i_66.uv = tmpvar_70;
  vec4 tmpvar_71;
  tmpvar_71 = frag (xlt_i_66);
  vec4 tmpvar_72;
  tmpvar_72 = tmpvar_71;
  xl_retval_67 = tmpvar_72;
  vec4 tmpvar_73;
  tmpvar_73 = xl_retval_67.xyzw;
  vec4 tmpvar_74;
  tmpvar_74 = tmpvar_73;
  gl_FragData[0] = tmpvar_74;
}

