˜ ºu c #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 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec2 in_TEXCOORD0; out highp vec2 vs_TEXCOORD0; vec4 u_xlat0; vec4 u_xlat1; 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; u_xlat0.xy = in_TEXCOORD0.xy * vec2(1.0, -1.0) + vec2(0.0, 1.0); vs_TEXCOORD0.xy = u_xlat0.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 vec4 hlslcc_mtx4x4_MatrixColorConversion[4]; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _SecondTex; in highp vec2 vs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; vec3 u_xlat1; vec3 u_xlat2; mediump vec2 u_xlat16_3; mediump float u_xlat16_13; void main() { u_xlat0.w = 1.0; u_xlat1.x = hlslcc_mtx4x4_MatrixColorConversion[0].x; u_xlat1.y = hlslcc_mtx4x4_MatrixColorConversion[1].x; u_xlat1.z = hlslcc_mtx4x4_MatrixColorConversion[2].x; u_xlat16_13 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat2.x = u_xlat16_13 + -0.0625; u_xlat16_3.xy = texture(_SecondTex, vs_TEXCOORD0.xy).xy; u_xlat2.yz = u_xlat16_3.xy + vec2(-0.5, -0.5); u_xlat0.x = dot(u_xlat1.xyz, u_xlat2.xyz); u_xlat1.x = hlslcc_mtx4x4_MatrixColorConversion[0].y; u_xlat1.y = hlslcc_mtx4x4_MatrixColorConversion[1].y; u_xlat1.z = hlslcc_mtx4x4_MatrixColorConversion[2].y; u_xlat0.y = dot(u_xlat1.xyz, u_xlat2.xyz); u_xlat1.x = hlslcc_mtx4x4_MatrixColorConversion[0].z; u_xlat1.y = hlslcc_mtx4x4_MatrixColorConversion[1].z; u_xlat1.z = hlslcc_mtx4x4_MatrixColorConversion[2].z; u_xlat0.z = dot(u_xlat1.xyz, u_xlat2.xyz); SV_Target0 = u_xlat0; return; } #endif $Globals@ _MainTex_ST€_MatrixColorConversionunity_MatrixVP@_MainTex _SecondTex$Globals