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 vec3 _WorldSpaceCameraPos; uniform vec4 unity_OrthoParams; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; UNITY_BINDING(1) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 hlslcc_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_COLOR0; in vec2 in_TEXCOORD0; in vec3 in_NORMAL0; out vec2 vs_TEXCOORD0; out vec4 vs_COLOR0; out vec4 vs_TEXCOORD1; out vec3 vs_TEXCOORD2; out vec3 vs_TEXCOORD3; out vec3 vs_TEXCOORD8; vec3 u_xlat0; vec4 u_xlat1; float u_xlat6; bool u_xlatb6; void main() { u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; 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 = u_xlat1 + hlslcc_mtx4x4unity_MatrixVP[3]; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; vs_COLOR0 = in_COLOR0; vs_TEXCOORD1.xyz = u_xlat0.xyz; u_xlat0.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz; vs_TEXCOORD1.w = 0.0; u_xlat1.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat1.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat1.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat6 = max(u_xlat6, 1.17549435e-38); u_xlat6 = inversesqrt(u_xlat6); vs_TEXCOORD2.xyz = vec3(u_xlat6) * u_xlat1.xyz; u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat6 = inversesqrt(u_xlat6); u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz; u_xlatb6 = unity_OrthoParams.w==0.0; vs_TEXCOORD3.x = (u_xlatb6) ? u_xlat0.x : hlslcc_mtx4x4unity_MatrixV[0].z; vs_TEXCOORD3.y = (u_xlatb6) ? u_xlat0.y : hlslcc_mtx4x4unity_MatrixV[1].z; vs_TEXCOORD3.z = (u_xlatb6) ? u_xlat0.z : hlslcc_mtx4x4unity_MatrixV[2].z; vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0); 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 vec2 _GlobalMipBias; UNITY_BINDING(0) uniform UnityPerMaterial { vec4 Xhlslcc_UnusedX_SoftParticleFadeParams; vec4 Xhlslcc_UnusedX_CameraFadeParams; vec4 Xhlslcc_UnusedX_BaseMap_ST; vec4 Xhlslcc_UnusedX_BaseMap_TexelSize; vec4 _BaseColor; vec4 Xhlslcc_UnusedX_EmissionColor; vec4 Xhlslcc_UnusedX_BaseColorAddSubDiff; float Xhlslcc_UnusedX_Cutoff; float Xhlslcc_UnusedX_DistortionStrengthScaled; float Xhlslcc_UnusedX_DistortionBlend; }; UNITY_LOCATION(0) uniform sampler2D _BaseMap; in vec2 vs_TEXCOORD0; in vec4 vs_COLOR0; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; void main() { u_xlat0 = texture(_BaseMap, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat0.xyz = u_xlat0.xyz * _BaseColor.xyz; SV_Target0.xyz = u_xlat0.xyz * vs_COLOR0.xyz; SV_Target0.w = 1.0; return; } #endif $Globals_GlobalMipBiasunity_OrthoParams unity_MatrixV unity_MatrixVP`UnityPerMaterial| _BaseColor@ UnityPerDrawąunity_ObjectToWorldunity_WorldToObject@_BaseMap$Globals’’’’UnityPerMaterial UnityPerDraw