u W#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 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _Color; uniform vec4 _ClipRect; uniform vec4 _MainTex_ST; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; in highp vec4 in_POSITION0; in highp vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; out highp vec4 vs_TEXCOORD2; vec4 u_xlat0; bvec3 u_xlatb0; vec4 u_xlat1; mediump vec3 u_xlat16_2; mediump vec3 u_xlat16_3; 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; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; gl_Position = u_xlat0; u_xlat16_2.xyz = in_COLOR0.xyz * vec3(0.265884995, 0.265884995, 0.265884995) + vec3(0.736584008, 0.736584008, 0.736584008); u_xlat16_2.xyz = in_COLOR0.xyz * u_xlat16_2.xyz + vec3(-0.00980184041, -0.00980184041, -0.00980184041); u_xlat16_2.xyz = in_COLOR0.xyz * u_xlat16_2.xyz + vec3(0.00319697009, 0.00319697009, 0.00319697009); u_xlat16_3.xyz = in_COLOR0.xyz * vec3(0.0849710032, 0.0849710032, 0.0849710032) + vec3(-0.000163029006, -0.000163029006, -0.000163029006); u_xlatb0.xyz = lessThan(in_COLOR0.xyzx, vec4(0.0725490004, 0.0725490004, 0.0725490004, 0.0)).xyz; { vec3 hlslcc_movcTemp = u_xlat16_2; hlslcc_movcTemp.x = (u_xlatb0.x) ? u_xlat16_3.x : u_xlat16_2.x; hlslcc_movcTemp.y = (u_xlatb0.y) ? u_xlat16_3.y : u_xlat16_2.y; hlslcc_movcTemp.z = (u_xlatb0.z) ? u_xlat16_3.z : u_xlat16_2.z; u_xlat16_2 = hlslcc_movcTemp; } u_xlat1.xyz = (int(_UIVertexColorAlwaysGammaSpace) != 0) ? u_xlat16_2.xyz : in_COLOR0.xyz; u_xlat1.w = in_COLOR0.w; u_xlat1 = u_xlat1 * _Color; vs_COLOR0 = u_xlat1; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD1 = in_POSITION0; u_xlat0.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat0.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat0.xy; u_xlat0.xy = u_xlat0.ww / abs(u_xlat0.xy); u_xlat0.xy = vec2(_UIMaskSoftnessX, _UIMaskSoftnessY) * vec2(0.25, 0.25) + abs(u_xlat0.xy); vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy; u_xlat0 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat0 = min(u_xlat0, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = in_POSITION0.xy * vec2(2.0, 2.0) + (-u_xlat0.xy); vs_TEXCOORD2.xy = (-u_xlat0.zw) + u_xlat0.xy; 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 mediump vec4 _TextureSampleAdd; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump vec4 u_xlat16_0; vec4 u_xlat1; mediump vec4 u_xlat16_1; void main() { u_xlat16_0.x = vs_COLOR0.w * 255.0; u_xlat16_0.x = roundEven(u_xlat16_0.x); u_xlat16_0.w = u_xlat16_0.x * 0.00392156886; u_xlat16_1 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat1 = u_xlat16_1 + _TextureSampleAdd; u_xlat16_0.xyz = vs_COLOR0.xyz; u_xlat0 = u_xlat16_0 * u_xlat1; SV_Target0.xyz = u_xlat0.www * u_xlat0.xyz; SV_Target0.w = u_xlat0.w; return; } #endif $Globals _TextureSampleAdd_Color _ClipRect _MainTex_ST_UIMaskSoftnessX_UIMaskSoftnessY_UIVertexColorAlwaysGammaSpaceunity_ObjectToWorldglstate_matrix_projectionPunity_MatrixVP_MainTex$Globals