pºu Û#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_LightData; vec4 Xhlslcc_UnusedXunity_LightIndices[2]; 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 unity_SpriteProps; }; in vec3 in_POSITION0; in vec2 in_TEXCOORD0; in vec3 in_NORMAL0; in vec4 in_TANGENT0; out vec2 vs_TEXCOORD0; out vec3 vs_TEXCOORD1; out vec3 vs_TEXCOORD2; out vec3 vs_TEXCOORD3; vec4 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; float u_xlat9; 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.xy = in_TEXCOORD0.xy; u_xlat0.xyz = in_NORMAL0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_NORMAL0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_NORMAL0.zzz + u_xlat0.xyz; u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat9 = max(u_xlat9, 1.17549435e-38); u_xlat9 = inversesqrt(u_xlat9); u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; vs_TEXCOORD1.xyz = u_xlat0.xyz; u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat9 = max(u_xlat9, 1.17549435e-38); u_xlat9 = inversesqrt(u_xlat9); u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz; vs_TEXCOORD2.xyz = u_xlat1.xyz; u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx; u_xlat0.xyz = u_xlat0.yzx * u_xlat1.zxy + (-u_xlat2.xyz); vs_TEXCOORD3.xyz = u_xlat0.xyz * in_TANGENT0.www; 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; uniform vec4 _White; 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_LightData; vec4 Xhlslcc_UnusedXunity_LightIndices[2]; 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 unity_SpriteProps; }; UNITY_LOCATION(0) uniform sampler2D _MainTex; UNITY_LOCATION(1) uniform sampler2D _NormalMap; in vec2 vs_TEXCOORD0; in vec3 vs_TEXCOORD1; in vec3 vs_TEXCOORD2; in vec3 vs_TEXCOORD3; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec3 u_xlat1; float u_xlat4; void main() { u_xlat0 = texture(_NormalMap, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat0.x = u_xlat0.x * u_xlat0.w; u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0); u_xlat4 = dot(u_xlat0.xy, u_xlat0.xy); u_xlat0.xy = u_xlat0.xy * unity_SpriteProps.xy; u_xlat4 = min(u_xlat4, 1.0); u_xlat4 = (-u_xlat4) + 1.0; u_xlat4 = sqrt(u_xlat4); u_xlat4 = max(u_xlat4, 1.00000002e-16); u_xlat1.xyz = u_xlat0.yyy * vs_TEXCOORD3.xyz; u_xlat0.xyw = u_xlat0.xxx * vs_TEXCOORD2.xyz + u_xlat1.xyz; u_xlat0.xyz = vec3(u_xlat4) * vs_TEXCOORD1.xyz + u_xlat0.xyw; u_xlat0.xyz = u_xlat0.xyz + vec3(1.0, 1.0, 1.0); SV_Target0.xyz = u_xlat0.xyz * vec3(0.5, 0.5, 0.5); u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); SV_Target0.w = u_xlat0.w * _White.w; return; } #endif $Globals _GlobalMipBias_White UnityPerDrawðunity_SpritePropsàunity_ObjectToWorld_MainTex _NormalMap$Globals UnityPerDraw