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-rw-r--r--shaders/unity/37.shader_test230
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diff --git a/shaders/unity/37.shader_test b/shaders/unity/37.shader_test
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+# 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)));
+}
+