x!şu  OUTLINE_ONUNITY_UI_ALPHACLIPUNITY_UI_CLIP_RECTž#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 vec3 _WorldSpaceCameraPos; uniform vec4 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _FaceColor; uniform float _FaceDilate; uniform float _OutlineSoftness; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec2 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out mediump vec4 vs_COLOR0; out mediump vec4 vs_COLOR1; out highp vec4 vs_TEXCOORD0; out mediump vec4 vs_TEXCOORD1; out mediump vec4 vs_TEXCOORD2; vec2 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; mediump vec4 u_xlat16_3; vec4 u_xlat4; float u_xlat5; float u_xlat7; float u_xlat10; float u_xlat12; float u_xlat15; bool u_xlatb15; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat2 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; u_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.xyz; u_xlat3 = u_xlat2.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; gl_Position = u_xlat2; u_xlat16_3 = in_COLOR0 * _FaceColor; u_xlat16_3.xyz = u_xlat16_3.www * u_xlat16_3.xyz; vs_COLOR0 = u_xlat16_3; u_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat10 = inversesqrt(u_xlat10); u_xlat1.xyz = vec3(u_xlat10) * u_xlat1.xyz; u_xlat2.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat2.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat2.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat10 = inversesqrt(u_xlat10); u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz; u_xlat10 = dot(u_xlat2.xyz, u_xlat1.xyz); u_xlat1.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat1.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat1.xy; u_xlat1.xy = abs(u_xlat1.xy) * vec2(_ScaleX, _ScaleY); u_xlat1.xy = u_xlat2.ww / u_xlat1.xy; u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy); u_xlat1.xy = vec2(_MaskSoftnessX, _MaskSoftnessY) * vec2(0.25, 0.25) + u_xlat1.xy; u_xlat1.zw = vec2(0.25, 0.25) / u_xlat1.xy; u_xlat15 = inversesqrt(u_xlat15); u_xlat2.x = abs(in_TEXCOORD1.y) * _GradientScale; u_xlat7 = _Sharpness + 1.0; u_xlat2.x = u_xlat7 * u_xlat2.x; u_xlat7 = u_xlat15 * u_xlat2.x; u_xlat12 = (-_PerspectiveFilter) + 1.0; u_xlat12 = u_xlat12 * abs(u_xlat7); u_xlat15 = u_xlat15 * u_xlat2.x + (-u_xlat12); u_xlat10 = abs(u_xlat10) * u_xlat15 + u_xlat12; u_xlatb15 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat10 = (u_xlatb15) ? u_xlat10 : u_xlat7; u_xlat15 = _OutlineSoftness * _ScaleRatioA; u_xlat15 = u_xlat15 * u_xlat10 + 1.0; u_xlat2.x = u_xlat10 / u_xlat15; u_xlat10 = _OutlineWidth * _ScaleRatioA; u_xlat10 = u_xlat2.x * u_xlat10; u_xlat15 = min(u_xlat10, 1.0); u_xlat15 = sqrt(u_xlat15); u_xlat4.x = in_COLOR0.w * _OutlineColor.w; u_xlat4.xyz = _OutlineColor.xyz * u_xlat4.xxx + (-u_xlat16_3.xyz); u_xlat4.w = _OutlineColor.w * in_COLOR0.w + (-u_xlat16_3.w); u_xlat3 = vec4(u_xlat15) * u_xlat4 + u_xlat16_3; vs_COLOR1 = u_xlat3; u_xlat3 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat3 = min(u_xlat3, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat4.xy = u_xlat0.xy + (-u_xlat3.xy); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat3.xy); u_xlat1.xy = (-u_xlat3.zw) + u_xlat0.xy; u_xlat0.xy = (-u_xlat3.xy) + u_xlat3.zw; vs_TEXCOORD0.zw = u_xlat4.xy / u_xlat0.xy; vs_TEXCOORD2 = u_xlat1; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlatb0 = 0.0>=in_TEXCOORD1.y; u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0); u_xlat5 = (-_WeightNormal) + _WeightBold; u_xlat0.x = u_xlat0.x * u_xlat5 + _WeightNormal; u_xlat0.x = u_xlat0.x * 0.25 + _FaceDilate; u_xlat0.x = u_xlat0.x * _ScaleRatioA; u_xlat0.x = (-u_xlat0.x) * 0.5 + 0.5; u_xlat2.w = u_xlat0.x * u_xlat2.x + -0.5; u_xlat2.y = (-u_xlat10) * 0.5 + u_xlat2.w; u_xlat2.z = u_xlat10 * 0.5 + u_xlat2.w; vs_TEXCOORD1 = u_xlat2; 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 _ClipRect; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; in mediump vec4 vs_COLOR0; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD0; in mediump vec4 vs_TEXCOORD1; in mediump vec4 vs_TEXCOORD2; layout(location = 0) out mediump vec4 SV_Target0; mediump vec4 u_xlat16_0; vec2 u_xlat1; mediump float u_xlat16_1; bool u_xlatb1; mediump vec2 u_xlat16_2; mediump float u_xlat16_5; void main() { u_xlat16_0 = vs_COLOR0 + (-vs_COLOR1); u_xlat16_1 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat16_2.xy = vec2(u_xlat16_1) * vs_TEXCOORD1.xx + (-vs_TEXCOORD1.zy); u_xlat16_2.xy = clamp(u_xlat16_2.xy, 0.0, 1.0); u_xlat16_0 = u_xlat16_2.xxxx * u_xlat16_0 + vs_COLOR1; u_xlat16_0 = u_xlat16_2.yyyy * u_xlat16_0; u_xlat1.xy = (-_ClipRect.xy) + _ClipRect.zw; u_xlat1.xy = u_xlat1.xy + -abs(vs_TEXCOORD2.xy); u_xlat1.xy = u_xlat1.xy * vs_TEXCOORD2.zw; u_xlat1.xy = clamp(u_xlat1.xy, 0.0, 1.0); u_xlat16_2.x = u_xlat1.y * u_xlat1.x; u_xlat16_5 = u_xlat16_0.w * u_xlat16_2.x + -0.00100000005; u_xlat16_0 = u_xlat16_0 * u_xlat16_2.xxxx; SV_Target0 = u_xlat16_0; u_xlatb1 = u_xlat16_5<0.0; if(u_xlatb1){discard;} return; } #endif ;$Globals _ClipRect _ScreenParams _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP _WeightNormalT _WeightBoldX _ScaleRatioA\_VertexOffsetX`_VertexOffsetYd _ClipRectp_MaskSoftnessX€_MaskSoftnessY„_GradientScaleˆ_ScaleXŒ_ScaleY_PerspectiveFilter” _Sharpness˜unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection unity_MatrixVPà_MainTex$Globals