struct v2f {
  vec4 pos;
  vec2 uv;
  vec3 ray;
};
uniform vec4 _ZBufferParams;
uniform mat4 _View2Shadow3;
uniform mat4 _View2Shadow2;
uniform mat4 _View2Shadow1;
uniform mat4 _View2Shadow;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
uniform sampler2D _CameraDepthTexture;
float unitySampleShadow (
  in vec4 eyePos_1
)
{
  float shadow_2;
  vec4 coord_3;
  vec4 weights_4;
  vec4 far_5;
  vec4 near_6;
  float z_7;
  vec3 sc3_8;
  vec3 sc2_9;
  vec3 sc1_10;
  vec3 sc0_11;
  vec3 tmpvar_12;
  tmpvar_12 = (_View2Shadow * eyePos_1).xyz;
  sc0_11 = tmpvar_12;
  vec3 tmpvar_13;
  tmpvar_13 = (_View2Shadow1 * eyePos_1).xyz;
  sc1_10 = tmpvar_13;
  vec3 tmpvar_14;
  tmpvar_14 = (_View2Shadow2 * eyePos_1).xyz;
  sc2_9 = tmpvar_14;
  vec3 tmpvar_15;
  tmpvar_15 = (_View2Shadow3 * eyePos_1).xyz;
  sc3_8 = tmpvar_15;
  float tmpvar_16;
  tmpvar_16 = eyePos_1.z;
  z_7 = tmpvar_16;
  vec4 tmpvar_17;
  tmpvar_17 = vec4(z_7);
  bvec4 tmpvar_18;
  tmpvar_18 = greaterThanEqual (tmpvar_17, _LightSplitsNear);
  vec4 tmpvar_19;
  tmpvar_19 = vec4(tmpvar_18).xyzw;
  vec4 tmpvar_20;
  tmpvar_20 = tmpvar_19;
  near_6 = tmpvar_20;
  vec4 tmpvar_21;
  tmpvar_21 = vec4(z_7);
  bvec4 tmpvar_22;
  tmpvar_22 = lessThan (tmpvar_21, _LightSplitsFar);
  vec4 tmpvar_23;
  tmpvar_23 = vec4(tmpvar_22).xyzw;
  vec4 tmpvar_24;
  tmpvar_24 = tmpvar_23;
  far_5 = tmpvar_24;
  vec4 tmpvar_25;
  tmpvar_25 = (near_6 * far_5);
  weights_4 = tmpvar_25;
  vec4 tmpvar_26;
  tmpvar_26.w = 1.0;
  tmpvar_26.xyz = ((((sc0_11 * weights_4.x) + (sc1_10 * weights_4.y)) + (sc2_9 * weights_4.z)) + (sc3_8 * weights_4.w)).xyz;
  vec4 tmpvar_27;
  tmpvar_27 = tmpvar_26;
  coord_3 = tmpvar_27;
  vec4 tmpvar_28;
  tmpvar_28 = texture2D (_ShadowMapTexture, coord_3.xy);
  float tmpvar_29;
  if ((tmpvar_28.x < coord_3.z)) {
    tmpvar_29 = _LightShadowData.x;
  } else {
    tmpvar_29 = 1.0;
  };
  float tmpvar_30;
  tmpvar_30 = tmpvar_29;
  shadow_2 = tmpvar_30;
  return shadow_2;
}

float Linear01Depth (
  in float z_31
)
{
  return (1.0 / ((_ZBufferParams.x * z_31) + _ZBufferParams.y));
}

vec2 EncodeFloatRG (
  in float v_32
)
{
  vec2 enc_33;
  float kEncodeBit_34;
  vec2 kEncodeMul_35;
  vec2 tmpvar_36;
  tmpvar_36 = vec2(1.0, 255.0);
  kEncodeMul_35 = tmpvar_36;
  float tmpvar_37;
  tmpvar_37 = 0.00392157;
  kEncodeBit_34 = tmpvar_37;
  vec2 tmpvar_38;
  tmpvar_38 = (kEncodeMul_35 * v_32);
  enc_33 = tmpvar_38;
  vec2 tmpvar_39;
  tmpvar_39 = fract (enc_33);
  vec2 tmpvar_40;
  tmpvar_40 = tmpvar_39;
  enc_33 = tmpvar_40;
  float tmpvar_41;
  tmpvar_41 = (enc_33.x - (enc_33.y * kEncodeBit_34));
  enc_33.x = tmpvar_41;
  return enc_33;
}

vec4 xlat_main (
  in v2f i_42
)
{
  vec4 res_43;
  float shadow_44;
  vec4 vpos_45;
  float depth_46;
  vec4 tmpvar_47;
  tmpvar_47 = texture2D (_CameraDepthTexture, i_42.uv);
  float tmpvar_48;
  tmpvar_48 = tmpvar_47.x;
  depth_46 = tmpvar_48;
  float tmpvar_49;
  tmpvar_49 = Linear01Depth (depth_46);
  float tmpvar_50;
  tmpvar_50 = tmpvar_49;
  depth_46 = tmpvar_50;
  vec4 tmpvar_51;
  tmpvar_51.w = 1.0;
  tmpvar_51.xyz = (i_42.ray * depth_46).xyz;
  vec4 tmpvar_52;
  tmpvar_52 = tmpvar_51;
  vpos_45 = tmpvar_52;
  float tmpvar_53;
  tmpvar_53 = unitySampleShadow (vpos_45);
  float tmpvar_54;
  tmpvar_54 = tmpvar_53;
  shadow_44 = tmpvar_54;
  float tmpvar_55;
  tmpvar_55 = shadow_44;
  res_43.x = tmpvar_55;
  float tmpvar_56;
  tmpvar_56 = 1.0;
  res_43.y = vec2(tmpvar_56).y;
  vec2 tmpvar_57;
  tmpvar_57 = EncodeFloatRG ((1.0 - depth_46));
  vec2 tmpvar_58;
  tmpvar_58 = tmpvar_57;
  res_43.zw = tmpvar_58.xxxy.zw;
  return res_43;
}

void main ()
{
  v2f xlt_i_59;
  vec4 xl_retval_60;
  vec4 tmpvar_61;
  tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0);
  xlt_i_59.pos = tmpvar_61;
  vec2 tmpvar_62;
  tmpvar_62 = gl_TexCoord[0].xy;
  vec2 tmpvar_63;
  tmpvar_63 = tmpvar_62;
  xlt_i_59.uv = tmpvar_63;
  vec3 tmpvar_64;
  tmpvar_64 = gl_TexCoord[1].xyz;
  vec3 tmpvar_65;
  tmpvar_65 = tmpvar_64;
  xlt_i_59.ray = tmpvar_65;
  vec4 tmpvar_66;
  tmpvar_66 = xlat_main (xlt_i_59);
  vec4 tmpvar_67;
  tmpvar_67 = tmpvar_66;
  xl_retval_60 = tmpvar_67;
  vec4 tmpvar_68;
  tmpvar_68 = xl_retval_60.xyzw;
  vec4 tmpvar_69;
  tmpvar_69 = tmpvar_68;
  gl_FragData[0] = tmpvar_69;
}

