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#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
uniform highp vec4 _ProjectionParams;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp float _LightAsQuad;
varying highp vec4 xlv_TEXCOORD0;
varying 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

#extension GL_EXT_shadow_samplers : enable
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_World2Shadow[4];
uniform mediump vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp sampler2D _CameraDepthTexture;
uniform highp vec4 _LightPos;
uniform highp vec4 _LightColor;
uniform highp mat4 _CameraToWorld;
uniform highp mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _ShadowOffsets[4];
uniform mediump vec4 unity_LightGammaCorrectionConsts;
uniform sampler2D _CameraGBufferTexture0;
uniform sampler2D _CameraGBufferTexture1;
uniform sampler2D _CameraGBufferTexture2;
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 gbuffer2_2;
  mediump vec4 gbuffer1_3;
  mediump vec4 gbuffer0_4;
  mediump vec3 tmpvar_5;
  highp float atten_6;
  mediump vec3 lightDir_7;
  highp vec2 tmpvar_8;
  tmpvar_8 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
  highp vec4 tmpvar_9;
  tmpvar_9 = texture2D (_CameraDepthTexture, tmpvar_8);
  highp vec4 tmpvar_10;
  tmpvar_10.w = 1.0;
  tmpvar_10.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    (_ZBufferParams.x * tmpvar_9.x)
   + _ZBufferParams.y))));
  highp vec3 tmpvar_11;
  tmpvar_11 = (_CameraToWorld * tmpvar_10).xyz;
  highp vec3 tmpvar_12;
  tmpvar_12 = (tmpvar_11 - unity_ShadowFadeCenterAndType.xyz);
  highp vec3 tmpvar_13;
  tmpvar_13 = (_LightPos.xyz - tmpvar_11);
  highp vec3 tmpvar_14;
  tmpvar_14 = normalize(tmpvar_13);
  lightDir_7 = tmpvar_14;
  highp vec4 tmpvar_15;
  tmpvar_15.w = 1.0;
  tmpvar_15.xyz = tmpvar_11;
  highp vec4 tmpvar_16;
  tmpvar_16 = (_LightMatrix0 * tmpvar_15);
  lowp float tmpvar_17;
  tmpvar_17 = texture2DProj (_LightTexture0, tmpvar_16).w;
  atten_6 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = (dot (tmpvar_13, tmpvar_13) * _LightPos.w);
  lowp vec4 tmpvar_19;
  tmpvar_19 = texture2D (_LightTextureB0, vec2(tmpvar_18));
  atten_6 = ((atten_6 * float(
    (tmpvar_16.w < 0.0)
  )) * tmpvar_19.w);
  mediump float tmpvar_20;
  highp vec4 tmpvar_21;
  tmpvar_21.w = 1.0;
  tmpvar_21.xyz = tmpvar_11;
  highp vec4 tmpvar_22;
  tmpvar_22 = (unity_World2Shadow[0] * tmpvar_21);
  lowp float tmpvar_23;
  mediump vec4 shadows_24;
  highp vec3 tmpvar_25;
  tmpvar_25 = (tmpvar_22.xyz / tmpvar_22.w);
  highp vec3 coord_26;
  coord_26 = (tmpvar_25 + _ShadowOffsets[0].xyz);
  lowp float tmpvar_27;
  tmpvar_27 = shadow2DEXT (_ShadowMapTexture, coord_26);
  shadows_24.x = tmpvar_27;
  highp vec3 coord_28;
  coord_28 = (tmpvar_25 + _ShadowOffsets[1].xyz);
  lowp float tmpvar_29;
  tmpvar_29 = shadow2DEXT (_ShadowMapTexture, coord_28);
  shadows_24.y = tmpvar_29;
  highp vec3 coord_30;
  coord_30 = (tmpvar_25 + _ShadowOffsets[2].xyz);
  lowp float tmpvar_31;
  tmpvar_31 = shadow2DEXT (_ShadowMapTexture, coord_30);
  shadows_24.z = tmpvar_31;
  highp vec3 coord_32;
  coord_32 = (tmpvar_25 + _ShadowOffsets[3].xyz);
  lowp float tmpvar_33;
  tmpvar_33 = shadow2DEXT (_ShadowMapTexture, coord_32);
  shadows_24.w = tmpvar_33;
  mediump vec4 tmpvar_34;
  tmpvar_34 = (_LightShadowData.xxxx + (shadows_24 * (1.0 - _LightShadowData.xxxx)));
  shadows_24 = tmpvar_34;
  mediump float tmpvar_35;
  tmpvar_35 = dot (tmpvar_34, vec4(0.25, 0.25, 0.25, 0.25));
  tmpvar_23 = tmpvar_35;
  highp float tmpvar_36;
  tmpvar_36 = clamp ((tmpvar_23 + clamp (
    ((mix (tmpvar_10.z, sqrt(
      dot (tmpvar_12, tmpvar_12)
    ), unity_ShadowFadeCenterAndType.w) * _LightShadowData.z) + _LightShadowData.w)
  , 0.0, 1.0)), 0.0, 1.0);
  tmpvar_20 = tmpvar_36;
  highp float tmpvar_37;
  tmpvar_37 = (atten_6 * tmpvar_20);
  atten_6 = tmpvar_37;
  lowp vec4 tmpvar_38;
  tmpvar_38 = texture2D (_CameraGBufferTexture0, tmpvar_8);
  gbuffer0_4 = tmpvar_38;
  lowp vec4 tmpvar_39;
  tmpvar_39 = texture2D (_CameraGBufferTexture1, tmpvar_8);
  gbuffer1_3 = tmpvar_39;
  lowp vec4 tmpvar_40;
  tmpvar_40 = texture2D (_CameraGBufferTexture2, tmpvar_8);
  gbuffer2_2 = tmpvar_40;
  highp vec3 tmpvar_41;
  tmpvar_41 = (_LightColor.xyz * tmpvar_37);
  tmpvar_5 = tmpvar_41;
  mediump vec3 tmpvar_42;
  tmpvar_42 = normalize(((gbuffer2_2.xyz * 2.0) - 1.0));
  highp vec3 tmpvar_43;
  tmpvar_43 = normalize((tmpvar_11 - _WorldSpaceCameraPos));
  mediump vec3 viewDir_44;
  viewDir_44 = -(tmpvar_43);
  mediump vec3 tmpvar_45;
  tmpvar_45 = normalize((lightDir_7 + viewDir_44));
  mediump float tmpvar_46;
  tmpvar_46 = max (0.0, dot (lightDir_7, tmpvar_45));
  mediump float tmpvar_47;
  tmpvar_47 = (1.0 - gbuffer1_3.w);
  mediump float tmpvar_48;
  mediump float tmpvar_49;
  tmpvar_49 = (10.0 / log2((
    ((1.0 - tmpvar_47) * 0.968)
   + 0.03)));
  tmpvar_48 = (tmpvar_49 * tmpvar_49);
  mediump vec4 tmpvar_50;
  tmpvar_50.w = 1.0;
  tmpvar_50.xyz = (((gbuffer0_4.xyz + 
    ((((tmpvar_48 + 1.0) * pow (
      max (0.0, dot (tmpvar_42, tmpvar_45))
    , tmpvar_48)) / ((
      (unity_LightGammaCorrectionConsts.z * (((tmpvar_46 * tmpvar_46) * gbuffer1_3.w) + (tmpvar_47 * tmpvar_47)))
     * tmpvar_46) + 0.0001)) * gbuffer1_3.xyz)
  ) * tmpvar_5) * max (0.0, dot (tmpvar_42, lightDir_7)));
  mediump vec4 tmpvar_51;
  tmpvar_51 = exp2(-(tmpvar_50));
  tmpvar_1 = tmpvar_51;
  gl_FragData[0] = tmpvar_1;
}



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