¬ź‚ #ifdef VERTEX #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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_MatrixVP[4]; UNITY_BINDING(0) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 Xhlslcc_UnusedXunity_WorldTransformParams; vec4 Xhlslcc_UnusedXunity_RenderingLayer; vec4 Xhlslcc_UnusedXunity_PackedLightIndices; vec4 Xhlslcc_UnusedXunity_LightData; vec4 Xhlslcc_UnusedXunity_ProbesOcclusion; vec4 Xhlslcc_UnusedXunity_SpecCube0_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube1_HDR; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube0_Rotation; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax; vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin; vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition; vec4 Xhlslcc_UnusedXunity_SpecCube1_Rotation; vec4 Xhlslcc_UnusedXunity_LightmapST; vec4 Xhlslcc_UnusedXunity_DynamicLightmapST; vec4 Xhlslcc_UnusedXunity_SHAr; vec4 Xhlslcc_UnusedXunity_SHAg; vec4 Xhlslcc_UnusedXunity_SHAb; vec4 Xhlslcc_UnusedXunity_SHBr; vec4 Xhlslcc_UnusedXunity_SHBg; vec4 Xhlslcc_UnusedXunity_SHBb; vec4 Xhlslcc_UnusedXunity_SHC; vec4 Xhlslcc_UnusedXunity_RendererBounds_Min; vec4 Xhlslcc_UnusedXunity_RendererBounds_Max; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4]; vec4 Xhlslcc_UnusedXunity_MotionVectorsParams; vec4 Xhlslcc_UnusedXunity_SpriteColor; vec4 Xhlslcc_UnusedXunity_SpriteProps; }; in vec4 in_POSITION0; in vec4 in_TEXCOORD0; in vec4 in_TEXCOORD1; in vec4 in_TEXCOORD2; in vec4 in_TEXCOORD3; in vec4 in_TEXCOORD4; in vec4 in_TEXCOORD5; in vec4 in_TEXCOORD6; in vec4 in_TEXCOORD7; in vec4 in_COLOR0; in vec4 in_NORMAL0; in vec4 in_TANGENT0; out vec4 vs_TEXCOORD0; out vec4 vs_TEXCOORD1; out vec4 vs_TEXCOORD2; out vec4 vs_TEXCOORD3; out vec4 vs_TEXCOORD4; out vec4 vs_TEXCOORD5; out vec4 vs_TEXCOORD6; out vec4 vs_TEXCOORD7; out vec4 vs_COLOR0; out vec4 vs_NORMAL0; out vec4 vs_TANGENT0; 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; vs_TEXCOORD0 = in_TEXCOORD0; vs_TEXCOORD1 = in_TEXCOORD1; vs_TEXCOORD2 = in_TEXCOORD2; vs_TEXCOORD3 = in_TEXCOORD3; vs_TEXCOORD4 = in_TEXCOORD4; vs_TEXCOORD5 = in_TEXCOORD5; vs_TEXCOORD6 = in_TEXCOORD6; vs_TEXCOORD7 = in_TEXCOORD7; vs_COLOR0 = in_COLOR0; vs_NORMAL0 = in_NORMAL0; vs_TANGENT0 = in_TANGENT0; return; } #endif #ifdef FRAGMENT #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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 _DebugVertexAttributeMode; in vec4 vs_TEXCOORD0; in vec4 vs_TEXCOORD1; in vec4 vs_TEXCOORD2; in vec4 vs_TEXCOORD3; in vec4 vs_TEXCOORD4; in vec4 vs_TEXCOORD5; in vec4 vs_TEXCOORD6; in vec4 vs_TEXCOORD7; in vec4 vs_COLOR0; in vec4 vs_NORMAL0; in vec4 vs_TANGENT0; layout(location = 0) out vec4 SV_TARGET0; void main() { switch(_DebugVertexAttributeMode){ case 1: SV_TARGET0 = vs_TEXCOORD0; return; case 2: SV_TARGET0 = vs_TEXCOORD1; return; case 3: SV_TARGET0 = vs_TEXCOORD2; return; case 4: SV_TARGET0 = vs_TEXCOORD3; return; case 5: SV_TARGET0 = vs_TEXCOORD4; return; case 6: SV_TARGET0 = vs_TEXCOORD5; return; case 7: SV_TARGET0 = vs_TEXCOORD6; return; case 8: SV_TARGET0 = vs_TEXCOORD7; return; case 9: SV_TARGET0 = vs_COLOR0; return; case 10: SV_TARGET0 = vs_TANGENT0; return; case 11: SV_TARGET0 = vs_NORMAL0; return; default: SV_TARGET0 = vec4(0.0, 0.0, 0.0, 1.0); return; } return; } #endif ’$Globals_DebugVertexAttributeMode UnityPerDrawąunity_ObjectToWorld$Globals’’’’ UnityPerDraw