#version 300 es in vec4 _glesVertex; in vec4 _glesMultiTexCoord0; uniform highp vec4 unity_LightShadowBias; uniform highp mat4 glstate_matrix_mvp; out mediump vec2 xlv_TEXCOORD1; void main () { highp vec4 tmpvar_1; tmpvar_1 = (glstate_matrix_mvp * _glesVertex); tmpvar_1.z = (tmpvar_1.z + clamp ((unity_LightShadowBias.x / tmpvar_1.w), 0.0, 1.0)); tmpvar_1.z = mix (tmpvar_1.z, max (tmpvar_1.z, -(tmpvar_1.w)), unity_LightShadowBias.y); gl_Position = tmpvar_1; xlv_TEXCOORD1 = _glesMultiTexCoord0.xy; } // stats: 7 alu 0 tex 0 flow // inputs: 2 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesMultiTexCoord0 (high float) 4x1 [-1] // uniforms: 2 (total size: 0) // #0: unity_LightShadowBias (high float) 4x1 [-1] // #1: glstate_matrix_mvp (high float) 4x4 [-1]