l/ºu ++#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 hlslcc_mtx4x4unity_MatrixVP[4]; UNITY_BINDING(0) 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 unity_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 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_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; }; UNITY_BINDING(2) uniform TerrainGrass { vec4 _WavingTint; vec4 _WaveAndDistance; vec4 _CameraPosition; vec3 Xhlslcc_UnusedX_CameraRight; vec3 Xhlslcc_UnusedX_CameraUp; }; in vec4 in_POSITION0; in vec3 in_NORMAL0; in vec4 in_COLOR0; in vec2 in_TEXCOORD0; out vec2 vs_TEXCOORD0; out vec3 vs_TEXCOORD1; out vec4 vs_TEXCOORD2; out vec3 vs_TEXCOORD3; out vec3 vs_TEXCOORD4; out vec4 vs_TEXCOORD5; out vec4 vs_TEXCOORD7; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; float u_xlat10; void main() { vs_TEXCOORD0.xy = in_TEXCOORD0.xy; vs_TEXCOORD1.xyz = vec3(0.0, 0.0, 0.0); u_xlat0 = _WaveAndDistance.yyyy * vec4(0.00600000005, 0.0199999996, 0.0199999996, 0.0500000007); u_xlat0 = u_xlat0 * in_POSITION0.zzzz; u_xlat1 = _WaveAndDistance.yyyy * vec4(0.0120000001, 0.0199999996, 0.0599999987, 0.0240000002); u_xlat0 = in_POSITION0.xxxx * u_xlat1 + u_xlat0; u_xlat0 = _WaveAndDistance.xxxx * vec4(1.20000005, 2.0, 1.60000002, 4.80000019) + u_xlat0; u_xlat0 = fract(u_xlat0); u_xlat0 = u_xlat0 * vec4(6.40884876, 6.40884876, 6.40884876, 6.40884876) + vec4(-3.14159274, -3.14159274, -3.14159274, -3.14159274); u_xlat1 = u_xlat0 * u_xlat0; u_xlat2 = u_xlat0 * u_xlat1; u_xlat0 = u_xlat2 * vec4(-0.161616161, -0.161616161, -0.161616161, -0.161616161) + u_xlat0; u_xlat2 = u_xlat1 * u_xlat2; u_xlat1 = u_xlat1 * u_xlat2; u_xlat0 = u_xlat2 * vec4(0.00833330024, 0.00833330024, 0.00833330024, 0.00833330024) + u_xlat0; u_xlat0 = u_xlat1 * vec4(-0.000198409994, -0.000198409994, -0.000198409994, -0.000198409994) + u_xlat0; u_xlat0 = u_xlat0 * u_xlat0; u_xlat0 = u_xlat0 * u_xlat0; u_xlat1.x = in_COLOR0.w * _WaveAndDistance.z; u_xlat1 = u_xlat0 * u_xlat1.xxxx; u_xlat0.x = dot(u_xlat0, vec4(0.674199879, 0.674199879, 0.269679934, 0.134839967)); u_xlat0.x = u_xlat0.x * 0.699999988; u_xlat2.x = dot(u_xlat1, vec4(0.0240000002, 0.0399999991, -0.119999997, 0.0960000008)); u_xlat2.z = dot(u_xlat1, vec4(0.00600000005, 0.0199999996, -0.0199999996, 0.100000001)); u_xlat1.xz = (-u_xlat2.xz) * _WaveAndDistance.zz + in_POSITION0.xz; u_xlat3.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * u_xlat1.xxx + u_xlat3.xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * u_xlat1.zzz + u_xlat3.xyz; u_xlat3.xyz = u_xlat3.xyz + hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; vs_TEXCOORD2.xyz = u_xlat3.xyz; vs_TEXCOORD2.w = 32.0; 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 = max(u_xlat10, 1.17549435e-38); u_xlat10 = inversesqrt(u_xlat10); vs_TEXCOORD3.xyz = vec3(u_xlat10) * u_xlat2.xyz; u_xlat2.xyz = (-u_xlat3.xyz) + _WorldSpaceCameraPos.xyz; u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz); u_xlat10 = max(u_xlat10, 6.10351562e-05); u_xlat10 = inversesqrt(u_xlat10); vs_TEXCOORD4.xyz = vec3(u_xlat10) * u_xlat2.xyz; vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0); u_xlat1.y = in_POSITION0.y; u_xlat1.xyz = u_xlat1.xyz + (-_CameraPosition.xyz); u_xlat1.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat1.x = (-u_xlat1.x) + _WaveAndDistance.w; u_xlat1.x = u_xlat1.x + u_xlat1.x; vs_TEXCOORD7.w = u_xlat1.x * _CameraPosition.w; vs_TEXCOORD7.w = clamp(vs_TEXCOORD7.w, 0.0, 1.0); u_xlat1.xyz = _WavingTint.xyz + vec3(-0.5, -0.5, -0.5); u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz + vec3(0.5, 0.5, 0.5); u_xlat1.xyz = u_xlat1.xyz * in_COLOR0.xyz; vs_TEXCOORD7.xyz = u_xlat1.xyz + u_xlat1.xyz; u_xlat1 = u_xlat3.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat3.xxxx + u_xlat1; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat3.zzzz + u_xlat1; gl_Position = u_xlat0 + hlslcc_mtx4x4unity_MatrixVP[3]; 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 float _AlphaToMaskAvailable; uniform vec4 _MainLightPosition; uniform vec4 _MainLightColor; UNITY_BINDING(0) 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 unity_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 unity_SHAr; vec4 unity_SHAg; vec4 unity_SHAb; vec4 unity_SHBr; vec4 unity_SHBg; vec4 unity_SHBb; vec4 unity_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; }; UNITY_BINDING(1) uniform UnityPerMaterial { vec4 Xhlslcc_UnusedX_MainTex_ST; vec4 Xhlslcc_UnusedX_BaseColor; vec4 Xhlslcc_UnusedX_SpecColor; vec4 Xhlslcc_UnusedX_EmissionColor; float _Cutoff; float Xhlslcc_UnusedX_Shininess; }; UNITY_LOCATION(0) uniform sampler2D _MainTex; in vec2 vs_TEXCOORD0; in vec3 vs_TEXCOORD3; in vec4 vs_TEXCOORD7; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; vec3 u_xlat4; float u_xlat8; int u_xlati8; float u_xlat12; float u_xlat13; bool u_xlatb13; void main() { u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy, _GlobalMipBias.x); u_xlat1 = u_xlat0 * vs_TEXCOORD7; u_xlat0.x = u_xlat0.w * vs_TEXCOORD7.w + (-_Cutoff); u_xlat4.x = dFdx(u_xlat1.w); u_xlat8 = dFdy(u_xlat1.w); u_xlat4.x = abs(u_xlat8) + abs(u_xlat4.x); u_xlat8 = (-u_xlat4.x) * 0.5 + u_xlat0.x; u_xlat4.x = max(u_xlat4.x, 9.99999975e-05); u_xlat4.x = u_xlat8 / u_xlat4.x; u_xlat4.x = u_xlat4.x + 1.0; u_xlat4.x = clamp(u_xlat4.x, 0.0, 1.0); u_xlati8 = int((0.0>=_Cutoff) ? 0xFFFFFFFFu : uint(0)); u_xlat4.x = (u_xlati8 != 0) ? 1.0 : u_xlat4.x; u_xlati8 = ~(u_xlati8); u_xlat12 = u_xlat4.x + -9.99999975e-05; u_xlatb13 = _AlphaToMaskAvailable!=0.0; u_xlati8 = u_xlatb13 ? u_xlati8 : int(0); SV_Target0.w = (u_xlatb13) ? u_xlat4.x : 1.0; u_xlat0.x = (u_xlati8 != 0) ? u_xlat12 : u_xlat0.x; u_xlatb0 = u_xlat0.x<0.0; if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;} u_xlat0.x = dot(vs_TEXCOORD3.xyz, vs_TEXCOORD3.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD3.xyz; u_xlat13 = u_xlat0.y * u_xlat0.y; u_xlat13 = u_xlat0.x * u_xlat0.x + (-u_xlat13); u_xlat2 = u_xlat0.yzzx * u_xlat0.xyzz; u_xlat3.x = dot(unity_SHBr, u_xlat2); u_xlat3.y = dot(unity_SHBg, u_xlat2); u_xlat3.z = dot(unity_SHBb, u_xlat2); u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat13) + u_xlat3.xyz; u_xlat0.w = 1.0; u_xlat3.x = dot(unity_SHAr, u_xlat0); u_xlat3.y = dot(unity_SHAg, u_xlat0); u_xlat3.z = dot(unity_SHAb, u_xlat0); u_xlat0.x = dot(u_xlat0.xyz, _MainLightPosition.xyz); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat4.xyz = u_xlat2.xyz + u_xlat3.xyz; u_xlat2.xyz = _MainLightColor.xyz * unity_LightData.zzz; u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz; u_xlat2.xyz = u_xlat1.xyz * u_xlat2.xyz; SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat2.xyz; return; } #endif $Globals0_GlobalMipBias_AlphaToMaskAvailable_MainLightPosition_MainLightColor TerrainGrassL _WavingTint_WaveAndDistance_CameraPosition UnityPerMaterialH_Cutoff@ UnityPerDrawð unity_LightData° unity_SHAr° unity_SHAgÀ unity_SHAbÐ unity_SHBrà unity_SHBgð unity_SHBb unity_SHCunity_ObjectToWorldunity_WorldToObject@_MainTex$Globals TerrainGrassUnityPerMaterial UnityPerDraw