غu -#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 hlslcc_mtx4x4_NonJitteredVP[4]; uniform vec4 hlslcc_mtx4x4_PreviousVP[4]; uniform vec4 hlslcc_mtx4x4_PreviousM[4]; uniform int _HasLastPositionData; uniform float _MotionVectorDepthBias; in highp vec4 in_POSITION0; in highp vec3 in_TEXCOORD4; out highp vec4 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; void main() { u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0; u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4_NonJitteredVP[1]; u_xlat2 = hlslcc_mtx4x4_NonJitteredVP[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4_NonJitteredVP[2] * u_xlat1.zzzz + u_xlat2; vs_TEXCOORD0 = hlslcc_mtx4x4_NonJitteredVP[3] * u_xlat1.wwww + u_xlat2; u_xlat1.xyz = in_TEXCOORD4.xyz; u_xlat1.w = 1.0; u_xlat1 = (_HasLastPositionData != 0) ? u_xlat1 : in_POSITION0; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4_PreviousM[1]; u_xlat2 = hlslcc_mtx4x4_PreviousM[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4_PreviousM[2] * u_xlat1.zzzz + u_xlat2; u_xlat1 = hlslcc_mtx4x4_PreviousM[3] * u_xlat1.wwww + u_xlat2; u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4_PreviousVP[1]; u_xlat2 = hlslcc_mtx4x4_PreviousVP[0] * u_xlat1.xxxx + u_xlat2; u_xlat2 = hlslcc_mtx4x4_PreviousVP[2] * u_xlat1.zzzz + u_xlat2; vs_TEXCOORD1 = hlslcc_mtx4x4_PreviousVP[3] * u_xlat1.wwww + u_xlat2; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; gl_Position.z = _MotionVectorDepthBias * u_xlat0.w + u_xlat0.z; gl_Position.xyw = u_xlat0.xyw; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform int _ForceNoMotion; in highp vec4 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; vec2 u_xlat0; mediump float u_xlat16_1; mediump vec2 u_xlat16_3; vec2 u_xlat4; void main() { u_xlat0.xy = vs_TEXCOORD1.xy / vs_TEXCOORD1.ww; u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0); u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5); u_xlat4.xy = vs_TEXCOORD0.xy / vs_TEXCOORD0.ww; u_xlat4.xy = u_xlat4.xy + vec2(1.0, 1.0); u_xlat0.xy = u_xlat4.xy * vec2(0.5, 0.5) + (-u_xlat0.xy); u_xlat16_1 = (_ForceNoMotion != 0) ? 1.0 : 0.0; SV_Target0.xy = vec2(u_xlat16_1) * (-u_xlat0.xy) + u_xlat0.xy; u_xlat16_3.x = float(-0.0); u_xlat16_3.y = float(-1.0); SV_Target0.zw = vec2(u_xlat16_1) * u_xlat16_3.xy + vec2(0.0, 1.0); return; } #endif $Globals_ForceNoMotion_HasLastPositionData@_MotionVectorDepthBiasDunity_MatrixVP@_NonJitteredVP€ _PreviousVPÀ _PreviousM$Globals