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  !!GLSL#version 120

#ifdef VERTEX
uniform vec4 _ProjectionParams;


uniform float _LightAsQuad;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
  vec4 tmpvar_1;
  vec3 tmpvar_2;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_3;
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_1 * 0.5);
  vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_1.zw;
  tmpvar_2 = ((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0));
  vec3 tmpvar_6;
  tmpvar_6 = mix (tmpvar_2, gl_Normal, vec3(_LightAsQuad));
  tmpvar_2 = tmpvar_6;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = o_3;
  xlv_TEXCOORD1 = tmpvar_6;
}


#endif
#ifdef FRAGMENT
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ProjectionParams;
uniform vec4 _ZBufferParams;
uniform vec4 unity_ShadowFadeCenterAndType;
uniform vec4 unity_ColorSpaceLuminance;
uniform sampler2D _CameraDepthTexture;
uniform vec4 _LightPos;
uniform vec4 _LightColor;
uniform vec4 unity_LightmapFade;
uniform mat4 _CameraToWorld;
uniform sampler2D _LightTextureB0;
uniform sampler2D _CameraNormalsTexture;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main ()
{
  vec4 res_1;
  vec2 tmpvar_2;
  tmpvar_2 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    (_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_2).x)
   + _ZBufferParams.y))));
  vec3 tmpvar_4;
  tmpvar_4 = (_CameraToWorld * tmpvar_3).xyz;
  vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 - unity_ShadowFadeCenterAndType.xyz);
  vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_4 - _LightPos.xyz);
  vec3 tmpvar_7;
  tmpvar_7 = -(normalize(tmpvar_6));
  vec4 tmpvar_8;
  tmpvar_8 = texture2D (_LightTextureB0, vec2((dot (tmpvar_6, tmpvar_6) * _LightPos.w)));
  vec4 tmpvar_9;
  tmpvar_9 = texture2D (_CameraNormalsTexture, tmpvar_2);
  vec3 tmpvar_10;
  tmpvar_10 = normalize(((tmpvar_9.xyz * 2.0) - 1.0));
  res_1.xyz = (_LightColor.xyz * (max (0.0, 
    dot (tmpvar_7, tmpvar_10)
  ) * tmpvar_8.w));
  vec3 c_11;
  c_11 = (_LightColor.xyz * unity_ColorSpaceLuminance.xyz);
  res_1.w = ((pow (
    max (0.0, dot (normalize((tmpvar_7 - 
      normalize((tmpvar_4 - _WorldSpaceCameraPos))
    )), tmpvar_10))
  , 
    (tmpvar_9.w * 128.0)
  ) * clamp (tmpvar_8.w, 0.0, 1.0)) * ((
    (c_11.x + c_11.y)
   + c_11.z) + (
    (2.0 * sqrt((c_11.y * (c_11.x + c_11.z))))
   * unity_ColorSpaceLuminance.w)));
  res_1 = (res_1 * clamp ((1.0 - 
    ((mix (tmpvar_3.z, sqrt(
      dot (tmpvar_5, tmpvar_5)
    ), unity_ShadowFadeCenterAndType.w) * unity_LightmapFade.z) + unity_LightmapFade.w)
  ), 0.0, 1.0));
  gl_FragData[0] = exp2(-(res_1));
}


#endif
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