þ:    %                DIRECTIONAL   SHADOWS_OFFK  !!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 vec4 unity_ShadowFadeCenterAndType;
uniform mediump vec4 unity_ColorSpaceLuminance;
uniform highp sampler2D _CameraDepthTexture;
uniform highp vec4 _LightDir;
uniform highp vec4 _LightColor;
uniform highp vec4 unity_LightmapFade;
uniform highp mat4 _CameraToWorld;
uniform sampler2D _CameraNormalsTexture;
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 res_2;
  highp float spec_3;
  mediump vec3 h_4;
  mediump vec4 nspec_5;
  mediump vec3 lightDir_6;
  highp vec2 tmpvar_7;
  tmpvar_7 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
  highp vec4 tmpvar_8;
  tmpvar_8 = texture (_CameraDepthTexture, tmpvar_7);
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    (_ZBufferParams.x * tmpvar_8.x)
   + _ZBufferParams.y))));
  highp vec3 tmpvar_10;
  tmpvar_10 = (_CameraToWorld * tmpvar_9).xyz;
  highp vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_10 - unity_ShadowFadeCenterAndType.xyz);
  highp vec3 tmpvar_12;
  tmpvar_12 = -(_LightDir.xyz);
  lightDir_6 = tmpvar_12;
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture (_CameraNormalsTexture, tmpvar_7);
  nspec_5 = tmpvar_13;
  mediump vec3 tmpvar_14;
  tmpvar_14 = normalize(((nspec_5.xyz * 2.0) - 1.0));
  mediump float tmpvar_15;
  tmpvar_15 = max (0.0, dot (lightDir_6, tmpvar_14));
  highp vec3 tmpvar_16;
  tmpvar_16 = normalize((lightDir_6 - normalize(
    (tmpvar_10 - _WorldSpaceCameraPos)
  )));
  h_4 = tmpvar_16;
  mediump float tmpvar_17;
  tmpvar_17 = pow (max (0.0, dot (h_4, tmpvar_14)), (nspec_5.w * 128.0));
  spec_3 = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = (spec_3 * clamp (1.0, 0.0, 1.0));
  spec_3 = tmpvar_18;
  highp vec3 tmpvar_19;
  tmpvar_19 = (_LightColor.xyz * tmpvar_15);
  res_2.xyz = tmpvar_19;
  mediump vec3 c_20;
  c_20 = _LightColor.xyz;
  mediump float tmpvar_21;
  tmpvar_21 = dot (c_20, unity_ColorSpaceLuminance.xyz);
  highp float tmpvar_22;
  tmpvar_22 = (tmpvar_18 * tmpvar_21);
  res_2.w = tmpvar_22;
  highp float tmpvar_23;
  tmpvar_23 = clamp ((1.0 - (
    (mix (tmpvar_9.z, sqrt(dot (tmpvar_11, tmpvar_11)), unity_ShadowFadeCenterAndType.w) * unity_LightmapFade.z)
   + unity_LightmapFade.w)), 0.0, 1.0);
  mediump vec4 tmpvar_24;
  tmpvar_24 = (res_2 * tmpvar_23);
  res_2 = tmpvar_24;
  tmpvar_1 = tmpvar_24.wxyz;
  _glesFragData[0] = tmpvar_1;
}



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