þ:    /                DIRECTIONAL   SHADOWS_OFF   UNITY_HDR_ONi  !!GLES3#version 300 es


#ifdef VERTEX


in vec4 _glesVertex;
in vec3 _glesNormal;
uniform highp vec4 _ProjectionParams;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp float _LightAsQuad;
out highp vec4 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = o_2;
  xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0)), _glesNormal, vec3(_LightAsQuad));
}



#endif
#ifdef FRAGMENT


layout(location=0) out mediump vec4 _glesFragData[4];
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp sampler2D _CameraDepthTexture;
uniform highp vec4 _LightDir;
uniform highp vec4 _LightColor;
uniform highp mat4 _CameraToWorld;
uniform mediump vec4 unity_LightGammaCorrectionConsts;
uniform sampler2D _CameraGBufferTexture0;
uniform sampler2D _CameraGBufferTexture1;
uniform sampler2D _CameraGBufferTexture2;
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
void main ()
{
  mediump vec4 gbuffer2_1;
  mediump vec4 gbuffer1_2;
  mediump vec4 gbuffer0_3;
  mediump vec3 tmpvar_4;
  mediump vec3 lightDir_5;
  highp vec2 tmpvar_6;
  tmpvar_6 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
  highp vec4 tmpvar_7;
  tmpvar_7 = texture (_CameraDepthTexture, tmpvar_6);
  highp vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    (_ZBufferParams.x * tmpvar_7.x)
   + _ZBufferParams.y))));
  highp vec3 tmpvar_9;
  tmpvar_9 = -(_LightDir.xyz);
  lightDir_5 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture (_CameraGBufferTexture0, tmpvar_6);
  gbuffer0_3 = tmpvar_10;
  lowp vec4 tmpvar_11;
  tmpvar_11 = texture (_CameraGBufferTexture1, tmpvar_6);
  gbuffer1_2 = tmpvar_11;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture (_CameraGBufferTexture2, tmpvar_6);
  gbuffer2_1 = tmpvar_12;
  highp vec3 tmpvar_13;
  tmpvar_13 = _LightColor.xyz;
  tmpvar_4 = tmpvar_13;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(((gbuffer2_1.xyz * 2.0) - 1.0));
  highp vec3 tmpvar_15;
  tmpvar_15 = normalize(((_CameraToWorld * tmpvar_8).xyz - _WorldSpaceCameraPos));
  mediump vec3 viewDir_16;
  viewDir_16 = -(tmpvar_15);
  mediump vec3 tmpvar_17;
  tmpvar_17 = normalize((lightDir_5 + viewDir_16));
  mediump float tmpvar_18;
  tmpvar_18 = max (0.0, dot (lightDir_5, tmpvar_17));
  mediump float tmpvar_19;
  tmpvar_19 = (1.0 - gbuffer1_2.w);
  mediump float tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = (10.0 / log2((
    ((1.0 - tmpvar_19) * 0.968)
   + 0.03)));
  tmpvar_20 = (tmpvar_21 * tmpvar_21);
  mediump vec4 tmpvar_22;
  tmpvar_22.w = 1.0;
  tmpvar_22.xyz = (((gbuffer0_3.xyz + 
    ((((tmpvar_20 + 1.0) * pow (
      max (0.0, dot (tmpvar_14, tmpvar_17))
    , tmpvar_20)) / ((
      (unity_LightGammaCorrectionConsts.z * (((tmpvar_18 * tmpvar_18) * gbuffer1_2.w) + (tmpvar_19 * tmpvar_19)))
     * tmpvar_18) + 0.0001)) * gbuffer1_2.xyz)
  ) * tmpvar_4) * max (0.0, dot (tmpvar_14, lightDir_5)));
  _glesFragData[0] = tmpvar_22;
}



#endif                          