# Built-in shader from Unity 5.0.0b19: # Hidden/Internal-PrePassCollectShadows # internal variant: SHADOWS_NATIVE # This shader GLSL dump is put under MIT license [require] GLSL >= 1.10 [vertex shader] uniform vec4 _ProjectionParams; uniform mat4 unity_CameraInvProjection; varying vec2 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD2; void main () { vec4 clipPos_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); clipPos_1.xzw = tmpvar_2.xzw; clipPos_1.y = (tmpvar_2.y * _ProjectionParams.x); vec4 tmpvar_3; tmpvar_3.zw = vec2(-1.0, 1.0); tmpvar_3.xy = clipPos_1.xy; vec4 tmpvar_4; tmpvar_4 = (unity_CameraInvProjection * tmpvar_3); vec4 tmpvar_5; tmpvar_5.zw = vec2(1.0, 1.0); tmpvar_5.xy = clipPos_1.xy; vec4 tmpvar_6; tmpvar_6.xy = tmpvar_4.xy; tmpvar_6.z = -(tmpvar_4.z); tmpvar_6.w = -((unity_CameraInvProjection * tmpvar_5).z); xlv_TEXCOORD0 = gl_MultiTexCoord0.xy; xlv_TEXCOORD1 = gl_Normal; xlv_TEXCOORD2 = tmpvar_6; gl_Position = tmpvar_2; } [fragment shader] uniform vec4 _ZBufferParams; uniform vec4 unity_OrthoParams; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform mat4 unity_World2Shadow[4]; uniform vec4 _LightShadowData; uniform sampler2D _CameraDepthTexture; uniform mat4 _CameraToWorld; uniform sampler2DShadow _ShadowMapTexture; uniform vec4 _ShadowMapTexture_TexelSize; varying vec2 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD2; void main () { vec3 vposOrtho_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); vposOrtho_1.xy = xlv_TEXCOORD2.xy; vposOrtho_1.z = mix (xlv_TEXCOORD2.z, xlv_TEXCOORD2.w, tmpvar_2.x); vec3 tmpvar_3; tmpvar_3 = mix ((xlv_TEXCOORD1 * mix ( (1.0/(((_ZBufferParams.x * tmpvar_2.x) + _ZBufferParams.y))) , tmpvar_2.x, unity_OrthoParams.w)), vposOrtho_1, unity_OrthoParams.www); vec4 tmpvar_4; tmpvar_4.w = 1.0; tmpvar_4.xyz = tmpvar_3; vec4 tmpvar_5; tmpvar_5 = (_CameraToWorld * tmpvar_4); vec4 tmpvar_6; tmpvar_6 = (vec4(greaterThanEqual (tmpvar_3.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_3.zzzz, _LightSplitsFar))); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = ((( ((unity_World2Shadow[0] * tmpvar_5).xyz * tmpvar_6.x) + ((unity_World2Shadow[1] * tmpvar_5).xyz * tmpvar_6.y) ) + ( (unity_World2Shadow[2] * tmpvar_5) .xyz * tmpvar_6.z)) + ((unity_World2Shadow[3] * tmpvar_5).xyz * tmpvar_6.w)); vec2 tmpvar_8; tmpvar_8 = ((tmpvar_7.xy * _ShadowMapTexture_TexelSize.zw) + vec2(0.5, 0.5)); vec2 tmpvar_9; tmpvar_9 = ((floor(tmpvar_8) - vec2(0.5, 0.5)) * _ShadowMapTexture_TexelSize.xy); vec2 tmpvar_10; tmpvar_10 = fract(tmpvar_8); vec3 tmpvar_11; tmpvar_11.y = 7.0; tmpvar_11.x = (4.0 - (3.0 * tmpvar_10.x)); tmpvar_11.z = (1.0 + (3.0 * tmpvar_10.x)); vec3 tmpvar_12; tmpvar_12.x = (((3.0 - (2.0 * tmpvar_10.x) ) / tmpvar_11.x) - 2.0); tmpvar_12.y = ((3.0 + tmpvar_10.x) / 7.0); tmpvar_12.z = ((tmpvar_10.x / tmpvar_11.z) + 2.0); vec3 tmpvar_13; tmpvar_13 = (tmpvar_12 * _ShadowMapTexture_TexelSize.x); vec3 tmpvar_14; tmpvar_14.y = 7.0; tmpvar_14.x = (4.0 - (3.0 * tmpvar_10.y)); tmpvar_14.z = (1.0 + (3.0 * tmpvar_10.y)); vec3 tmpvar_15; tmpvar_15.x = (((3.0 - (2.0 * tmpvar_10.y) ) / tmpvar_14.x) - 2.0); tmpvar_15.y = ((3.0 + tmpvar_10.y) / 7.0); tmpvar_15.z = ((tmpvar_10.y / tmpvar_14.z) + 2.0); vec3 tmpvar_16; tmpvar_16 = (tmpvar_15 * _ShadowMapTexture_TexelSize.y); vec3 tmpvar_17; tmpvar_17 = (tmpvar_11 * tmpvar_14.x); vec2 tmpvar_18; tmpvar_18.x = tmpvar_13.x; tmpvar_18.y = tmpvar_16.x; float depth_19; depth_19 = tmpvar_7.z; vec3 uv_20; vec3 tmpvar_21; tmpvar_21.xy = (tmpvar_9 + tmpvar_18); tmpvar_21.z = depth_19; uv_20.xy = tmpvar_21.xy; uv_20.z = depth_19; vec2 tmpvar_22; tmpvar_22.x = tmpvar_13.y; tmpvar_22.y = tmpvar_16.x; float depth_23; depth_23 = tmpvar_7.z; vec3 uv_24; vec3 tmpvar_25; tmpvar_25.xy = (tmpvar_9 + tmpvar_22); tmpvar_25.z = depth_23; uv_24.xy = tmpvar_25.xy; uv_24.z = depth_23; vec2 tmpvar_26; tmpvar_26.x = tmpvar_13.z; tmpvar_26.y = tmpvar_16.x; float depth_27; depth_27 = tmpvar_7.z; vec3 uv_28; vec3 tmpvar_29; tmpvar_29.xy = (tmpvar_9 + tmpvar_26); tmpvar_29.z = depth_27; uv_28.xy = tmpvar_29.xy; uv_28.z = depth_27; vec3 tmpvar_30; tmpvar_30 = (tmpvar_11 * 7.0); vec2 tmpvar_31; tmpvar_31.x = tmpvar_13.x; tmpvar_31.y = tmpvar_16.y; float depth_32; depth_32 = tmpvar_7.z; vec3 uv_33; vec3 tmpvar_34; tmpvar_34.xy = (tmpvar_9 + tmpvar_31); tmpvar_34.z = depth_32; uv_33.xy = tmpvar_34.xy; uv_33.z = depth_32; vec2 tmpvar_35; tmpvar_35.x = tmpvar_13.y; tmpvar_35.y = tmpvar_16.y; float depth_36; depth_36 = tmpvar_7.z; vec3 uv_37; vec3 tmpvar_38; tmpvar_38.xy = (tmpvar_9 + tmpvar_35); tmpvar_38.z = depth_36; uv_37.xy = tmpvar_38.xy; uv_37.z = depth_36; vec2 tmpvar_39; tmpvar_39.x = tmpvar_13.z; tmpvar_39.y = tmpvar_16.y; float depth_40; depth_40 = tmpvar_7.z; vec3 uv_41; vec3 tmpvar_42; tmpvar_42.xy = (tmpvar_9 + tmpvar_39); tmpvar_42.z = depth_40; uv_41.xy = tmpvar_42.xy; uv_41.z = depth_40; vec3 tmpvar_43; tmpvar_43 = (tmpvar_11 * tmpvar_14.z); vec2 tmpvar_44; tmpvar_44.x = tmpvar_13.x; tmpvar_44.y = tmpvar_16.z; float depth_45; depth_45 = tmpvar_7.z; vec3 uv_46; vec3 tmpvar_47; tmpvar_47.xy = (tmpvar_9 + tmpvar_44); tmpvar_47.z = depth_45; uv_46.xy = tmpvar_47.xy; uv_46.z = depth_45; vec2 tmpvar_48; tmpvar_48.x = tmpvar_13.y; tmpvar_48.y = tmpvar_16.z; float depth_49; depth_49 = tmpvar_7.z; vec3 uv_50; vec3 tmpvar_51; tmpvar_51.xy = (tmpvar_9 + tmpvar_48); tmpvar_51.z = depth_49; uv_50.xy = tmpvar_51.xy; uv_50.z = depth_49; vec2 tmpvar_52; tmpvar_52.x = tmpvar_13.z; tmpvar_52.y = tmpvar_16.z; float depth_53; depth_53 = tmpvar_7.z; vec3 uv_54; vec3 tmpvar_55; tmpvar_55.xy = (tmpvar_9 + tmpvar_52); tmpvar_55.z = depth_53; uv_54.xy = tmpvar_55.xy; uv_54.z = depth_53; gl_FragData[0] = vec4((mix (_LightShadowData.x, 1.0, ( (((( (((( (tmpvar_17.x * shadow2D (_ShadowMapTexture, uv_20).x) + (tmpvar_17.y * shadow2D (_ShadowMapTexture, uv_24).x) ) + (tmpvar_17.z * shadow2D (_ShadowMapTexture, uv_28).x)) + (tmpvar_30.x * shadow2D (_ShadowMapTexture, uv_33).x)) + (tmpvar_30.y * shadow2D (_ShadowMapTexture, uv_37).x)) + (tmpvar_30.z * shadow2D (_ShadowMapTexture, uv_41).x) ) + (tmpvar_43.x * shadow2D (_ShadowMapTexture, uv_46).x)) + (tmpvar_43.y * shadow2D (_ShadowMapTexture, uv_50).x)) + (tmpvar_43.z * shadow2D (_ShadowMapTexture, uv_54).x)) / 144.0)) + clamp (( (tmpvar_3.z * _LightShadowData.z) + _LightShadowData.w), 0.0, 1.0))); }