#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]