Pºu ¼#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_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; in highp vec4 in_POSITION0; in mediump vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; vec4 u_xlat0; vec4 u_xlat1; vec2 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_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 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; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; vs_COLOR0 = in_COLOR0; u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 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 _ManualTex2SRGB; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _GUIClipTexture; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; layout(location = 0) out mediump vec4 SV_Target0; float u_xlat0; mediump vec4 u_xlat16_0; mediump vec3 u_xlat16_1; vec3 u_xlat2; mediump float u_xlat16_10; void main() { u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat16_1.xyz = max(u_xlat16_0.xyz, vec3(0.0, 0.0, 0.0)); u_xlat2.xyz = log2(u_xlat16_1.xyz); u_xlat2.xyz = u_xlat2.xyz * vec3(0.416666657, 0.416666657, 0.416666657); u_xlat2.xyz = exp2(u_xlat2.xyz); u_xlat2.xyz = u_xlat2.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997); u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0)); u_xlat16_1.xyz = (_ManualTex2SRGB != 0) ? u_xlat2.xyz : u_xlat16_0.xyz; u_xlat16_10 = u_xlat16_0.w * vs_COLOR0.w; SV_Target0.xyz = u_xlat16_1.xyz * vs_COLOR0.xyz; u_xlat16_0.x = texture(_GUIClipTexture, vs_TEXCOORD1.xy).w; u_xlat0 = u_xlat16_0.x * u_xlat16_10; SV_Target0.w = u_xlat0; return; } #endif $Globals_ManualTex2SRGB _MainTex_STÀ unity_MatrixV@unity_MatrixVP€unity_GUIClipTextureMatrixÐ_MainTex_GUIClipTexture$Globals