ºu º #ifdef VERTEX #version 420 #extension GL_ARB_explicit_attrib_location : require #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; UNITY_BINDING(1) uniform UnityPerDraw { vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_WorldToObject[4]; vec4 Xhlslcc_UnusedXunity_LODFade; vec4 Xhlslcc_UnusedXunity_WorldTransformParams; }; in vec4 in_POSITION0; 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 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0; 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; return; } #endif #ifdef FRAGMENT #version 420 #extension GL_ARB_explicit_attrib_location : require #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform UnityPerMaterial { vec4 _col; }; layout(location = 0) out vec4 SV_Target0; void main() { SV_Target0 = _col; return; } #endif $Globals@unity_MatrixVPUnityPerMaterial_col UnityPerDraw unity_ObjectToWorld$GlobalsUnityPerMaterial UnityPerDraw