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#ifdef VERTEX
attribute vec4 _glesVertex;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesMultiTexCoord1;
uniform highp vec4 _ProjectionParams;
uniform highp mat4 unity_CameraInvProjection;
uniform highp mat4 unity_ObjectToWorld;
uniform highp mat4 unity_MatrixVP;
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD3;
void main ()
{
  highp vec3 orthoPosFar_1;
  highp vec3 orthoPosNear_2;
  highp vec4 clipPos_3;
  highp vec4 tmpvar_4;
  highp vec4 tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = _glesVertex.xyz;
  tmpvar_5 = (unity_MatrixVP * (unity_ObjectToWorld * tmpvar_6));
  clipPos_3.xzw = tmpvar_5.xzw;
  tmpvar_4.xy = _glesMultiTexCoord0.xy;
  highp vec4 o_7;
  highp vec4 tmpvar_8;
  tmpvar_8 = (tmpvar_5 * 0.5);
  highp vec2 tmpvar_9;
  tmpvar_9.x = tmpvar_8.x;
  tmpvar_9.y = (tmpvar_8.y * _ProjectionParams.x);
  o_7.xy = (tmpvar_9 + tmpvar_8.w);
  o_7.zw = tmpvar_5.zw;
  tmpvar_4.zw = o_7.xy;
  clipPos_3.y = (tmpvar_5.y * _ProjectionParams.x);
  highp vec4 tmpvar_10;
  tmpvar_10.zw = vec2(-1.0, 1.0);
  tmpvar_10.xy = clipPos_3.xy;
  highp vec3 tmpvar_11;
  tmpvar_11 = (unity_CameraInvProjection * tmpvar_10).xyz;
  orthoPosNear_2.xy = tmpvar_11.xy;
  highp vec4 tmpvar_12;
  tmpvar_12.zw = vec2(1.0, 1.0);
  tmpvar_12.xy = clipPos_3.xy;
  highp vec3 tmpvar_13;
  tmpvar_13 = (unity_CameraInvProjection * tmpvar_12).xyz;
  orthoPosFar_1.xy = tmpvar_13.xy;
  orthoPosNear_2.z = -(tmpvar_11.z);
  orthoPosFar_1.z = -(tmpvar_13.z);
  gl_Position = tmpvar_5;
  xlv_TEXCOORD0 = tmpvar_4;
  xlv_TEXCOORD1 = _glesMultiTexCoord1.xyz;
  xlv_TEXCOORD2 = orthoPosNear_2;
  xlv_TEXCOORD3 = orthoPosFar_1;
}


#endif
#ifdef FRAGMENT
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_OrthoParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp vec4 _LightSplitsNear;
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_WorldToShadow[4];
uniform mediump vec4 _LightShadowData;
uniform highp sampler2D _CameraDepthTexture;
uniform highp sampler2D _ShadowMapTexture;
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD3;
void main ()
{
  lowp vec4 res_1;
  highp vec3 tmpvar_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0.xy);
  tmpvar_2 = mix ((xlv_TEXCOORD1 * mix (
    (1.0/(((_ZBufferParams.x * tmpvar_3.x) + _ZBufferParams.y)))
  , tmpvar_3.x, unity_OrthoParams.w)), mix (xlv_TEXCOORD2, xlv_TEXCOORD3, tmpvar_3.xxx), unity_OrthoParams.www);
  highp vec4 tmpvar_4;
  tmpvar_4.w = 1.0;
  tmpvar_4.xyz = tmpvar_2;
  highp vec4 tmpvar_5;
  tmpvar_5 = (unity_CameraToWorld * tmpvar_4);
  bvec4 tmpvar_6;
  tmpvar_6 = greaterThanEqual (tmpvar_2.zzzz, _LightSplitsNear);
  bvec4 tmpvar_7;
  tmpvar_7 = lessThan (tmpvar_2.zzzz, _LightSplitsFar);
  lowp vec4 tmpvar_8;
  tmpvar_8 = (vec4(tmpvar_6) * vec4(tmpvar_7));
  highp vec4 tmpvar_9;
  tmpvar_9.w = 1.0;
  tmpvar_9.xyz = (((
    ((unity_WorldToShadow[0] * tmpvar_5).xyz * tmpvar_8.x)
   + 
    ((unity_WorldToShadow[1] * tmpvar_5).xyz * tmpvar_8.y)
  ) + (
    (unity_WorldToShadow[2] * tmpvar_5)
  .xyz * tmpvar_8.z)) + ((unity_WorldToShadow[3] * tmpvar_5).xyz * tmpvar_8.w));
  highp vec4 tmpvar_10;
  tmpvar_10 = texture2D (_ShadowMapTexture, tmpvar_9.xy);
  mediump float tmpvar_11;
  if ((tmpvar_10.x < tmpvar_9.z)) {
    tmpvar_11 = 0.0;
  } else {
    tmpvar_11 = 1.0;
  };
  mediump vec4 tmpvar_12;
  tmpvar_12 = vec4(mix (_LightShadowData.x, 1.0, tmpvar_11));
  res_1 = tmpvar_12;
  gl_FragData[0] = res_1;
}


#endif
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