EVERYTHING

This commit is contained in:
niko
2026-06-01 17:19:55 +02:00
parent d063b81359
commit b62bac090b
1081 changed files with 1716544 additions and 0 deletions
@@ -0,0 +1,7936 @@
Shader "Hidden/Universal/CoreBlit"
{
Properties
{
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Name "Nearest"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 14430
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "Bilinear"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 92725
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestQuad"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 136448
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuad"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 259870
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestQuadPadding"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 289795
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPadding"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 354606
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestQuadPaddingRepeat"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 419958
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPaddingRepeat"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 510293
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPaddingOctahedral"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 534854
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
uint fragment_unnamed_123;
uint fragment_unnamed_124;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
uint fragment_unnamed_46 = asuint(fragment_unnamed_45);
precise float fragment_unnamed_47 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_49 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_54 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_58 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_59 = fragment_unnamed_54 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_58 + 1.0f;
fragment_unnamed_123 = fragment_unnamed_38 ? asuint(fragment_unnamed_47) : (fragment_unnamed_39 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_49));
fragment_unnamed_124 = fragment_unnamed_38 ? fragment_unnamed_46 : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : fragment_unnamed_46);
}
else
{
bool fragment_unnamed_71 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_72 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_73 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_76 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_80 = fragment_unnamed_76 + 1.0f;
precise float fragment_unnamed_81 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_83 = fragment_unnamed_76 + 2.0f;
precise float fragment_unnamed_84 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f;
precise float fragment_unnamed_100 = fragment_unnamed_98 + 0.0f;
precise float fragment_unnamed_109 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_110 = asuint(fragment_unnamed_109);
precise float fragment_unnamed_111 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_112 = fragment_input_1.y + (-1.0f);
fragment_unnamed_123 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_73 ? fragment_input_1.y : fragment_unnamed_81)) : (fragment_unnamed_72 ? asuint(fragment_unnamed_111) : (fragment_unnamed_73 ? asuint(fragment_unnamed_84) : asuint(fragment_unnamed_112)));
fragment_unnamed_124 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_73 ? fragment_input_1.x : fragment_unnamed_80)) : (fragment_unnamed_72 ? fragment_unnamed_110 : (fragment_unnamed_73 ? asuint(fragment_unnamed_83) : fragment_unnamed_110));
}
float4 fragment_unnamed_134 = _BlitTexture.SampleLevel(S0, float2(asfloat(fragment_unnamed_124), asfloat(fragment_unnamed_123)), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_134.x;
fragment_output_0.y = fragment_unnamed_134.y;
fragment_output_0.z = fragment_unnamed_134.z;
fragment_output_0.w = fragment_unnamed_134.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
uint fragment_unnamed_125;
uint fragment_unnamed_126;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
uint fragment_unnamed_48 = asuint(fragment_unnamed_47);
precise float fragment_unnamed_49 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_51 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_56 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_60 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_61 = fragment_unnamed_56 + 0.0f;
precise float fragment_unnamed_62 = fragment_unnamed_60 + 1.0f;
fragment_unnamed_125 = fragment_unnamed_40 ? asuint(fragment_unnamed_49) : (fragment_unnamed_41 ? asuint(fragment_unnamed_62) : asuint(fragment_unnamed_51));
fragment_unnamed_126 = fragment_unnamed_40 ? fragment_unnamed_48 : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : fragment_unnamed_48);
}
else
{
bool fragment_unnamed_73 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_74 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_78 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_82 = fragment_unnamed_78 + 1.0f;
precise float fragment_unnamed_83 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_85 = fragment_unnamed_78 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_98 + 0.0f;
precise float fragment_unnamed_111 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_112 = asuint(fragment_unnamed_111);
precise float fragment_unnamed_113 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_114 = fragment_input_1.y + (-1.0f);
fragment_unnamed_125 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_75 ? fragment_input_1.y : fragment_unnamed_83)) : (fragment_unnamed_74 ? asuint(fragment_unnamed_113) : (fragment_unnamed_75 ? asuint(fragment_unnamed_86) : asuint(fragment_unnamed_114)));
fragment_unnamed_126 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_75 ? fragment_input_1.x : fragment_unnamed_82)) : (fragment_unnamed_74 ? fragment_unnamed_112 : (fragment_unnamed_75 ? asuint(fragment_unnamed_85) : fragment_unnamed_112));
}
float4 fragment_unnamed_138 = _BlitTexture.SampleLevel(S0, float3(asfloat(fragment_unnamed_126), asfloat(fragment_unnamed_125), float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_138.x;
fragment_output_0.y = fragment_unnamed_138.y;
fragment_output_0.z = fragment_unnamed_138.z;
fragment_output_0.w = fragment_unnamed_138.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestQuadPaddingAlphaBlend"
Tags { "RenderPipeline" = "UniversalPipeline" }
Blend DstColor Zero, DstColor Zero
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 605429
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPaddingAlphaBlend"
Tags { "RenderPipeline" = "UniversalPipeline" }
Blend DstColor Zero, DstColor Zero
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 697454
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestQuadPaddingAlphaBlendRepeat"
Tags { "RenderPipeline" = "UniversalPipeline" }
Blend DstColor Zero, DstColor Zero
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 751538
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPaddingAlphaBlendRepeat"
Tags { "RenderPipeline" = "UniversalPipeline" }
Blend DstColor Zero, DstColor Zero
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 813857
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadPaddingAlphaBlendOctahedral"
Tags { "RenderPipeline" = "UniversalPipeline" }
Blend DstColor Zero, DstColor Zero
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 891331
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
uint fragment_unnamed_123;
uint fragment_unnamed_124;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
uint fragment_unnamed_46 = asuint(fragment_unnamed_45);
precise float fragment_unnamed_47 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_49 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_54 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_58 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_59 = fragment_unnamed_54 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_58 + 1.0f;
fragment_unnamed_123 = fragment_unnamed_38 ? asuint(fragment_unnamed_47) : (fragment_unnamed_39 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_49));
fragment_unnamed_124 = fragment_unnamed_38 ? fragment_unnamed_46 : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : fragment_unnamed_46);
}
else
{
bool fragment_unnamed_71 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_72 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_73 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_76 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_80 = fragment_unnamed_76 + 1.0f;
precise float fragment_unnamed_81 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_83 = fragment_unnamed_76 + 2.0f;
precise float fragment_unnamed_84 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f;
precise float fragment_unnamed_100 = fragment_unnamed_98 + 0.0f;
precise float fragment_unnamed_109 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_110 = asuint(fragment_unnamed_109);
precise float fragment_unnamed_111 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_112 = fragment_input_1.y + (-1.0f);
fragment_unnamed_123 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_73 ? fragment_input_1.y : fragment_unnamed_81)) : (fragment_unnamed_72 ? asuint(fragment_unnamed_111) : (fragment_unnamed_73 ? asuint(fragment_unnamed_84) : asuint(fragment_unnamed_112)));
fragment_unnamed_124 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_73 ? fragment_input_1.x : fragment_unnamed_80)) : (fragment_unnamed_72 ? fragment_unnamed_110 : (fragment_unnamed_73 ? asuint(fragment_unnamed_83) : fragment_unnamed_110));
}
float4 fragment_unnamed_134 = _BlitTexture.SampleLevel(S0, float2(asfloat(fragment_unnamed_124), asfloat(fragment_unnamed_123)), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_134.x;
fragment_output_0.y = fragment_unnamed_134.y;
fragment_output_0.z = fragment_unnamed_134.z;
fragment_output_0.w = fragment_unnamed_134.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
uint fragment_unnamed_125;
uint fragment_unnamed_126;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
uint fragment_unnamed_48 = asuint(fragment_unnamed_47);
precise float fragment_unnamed_49 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_51 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_56 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_60 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_61 = fragment_unnamed_56 + 0.0f;
precise float fragment_unnamed_62 = fragment_unnamed_60 + 1.0f;
fragment_unnamed_125 = fragment_unnamed_40 ? asuint(fragment_unnamed_49) : (fragment_unnamed_41 ? asuint(fragment_unnamed_62) : asuint(fragment_unnamed_51));
fragment_unnamed_126 = fragment_unnamed_40 ? fragment_unnamed_48 : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : fragment_unnamed_48);
}
else
{
bool fragment_unnamed_73 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_74 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_78 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_82 = fragment_unnamed_78 + 1.0f;
precise float fragment_unnamed_83 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_85 = fragment_unnamed_78 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_98 + 0.0f;
precise float fragment_unnamed_111 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_112 = asuint(fragment_unnamed_111);
precise float fragment_unnamed_113 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_114 = fragment_input_1.y + (-1.0f);
fragment_unnamed_125 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_75 ? fragment_input_1.y : fragment_unnamed_83)) : (fragment_unnamed_74 ? asuint(fragment_unnamed_113) : (fragment_unnamed_75 ? asuint(fragment_unnamed_86) : asuint(fragment_unnamed_114)));
fragment_unnamed_126 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_75 ? fragment_input_1.x : fragment_unnamed_82)) : (fragment_unnamed_74 ? fragment_unnamed_112 : (fragment_unnamed_75 ? asuint(fragment_unnamed_85) : fragment_unnamed_112));
}
float4 fragment_unnamed_138 = _BlitTexture.SampleLevel(S0, float3(asfloat(fragment_unnamed_126), asfloat(fragment_unnamed_125), float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_138.x;
fragment_output_0.y = fragment_unnamed_138.y;
fragment_output_0.z = fragment_unnamed_138.z;
fragment_output_0.w = fragment_unnamed_138.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "CubeToOctahedral"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 950603
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40;
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43;
precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40);
precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43);
precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53;
precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55;
float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f);
precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57;
precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40;
precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43;
float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55)));
precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63;
precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64;
precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55;
float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_80.x;
fragment_output_0.y = fragment_unnamed_80.y;
fragment_output_0.z = fragment_unnamed_80.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42;
precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42);
precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f;
precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45);
precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55;
precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57;
float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f);
precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59;
precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42;
precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45;
float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57)));
precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65;
precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66;
precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57;
float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_82.x;
fragment_output_0.y = fragment_unnamed_82.y;
fragment_output_0.z = fragment_unnamed_82.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "CubeToOctahedralLuminance"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1029563
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40;
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43;
precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40);
precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43);
precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53;
precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55;
float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f);
precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57;
precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40;
precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43;
float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55)));
precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63;
precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64;
precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55;
float fragment_unnamed_85 = dot(float3(_BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f));
fragment_output_0.x = fragment_unnamed_85;
fragment_output_0.y = fragment_unnamed_85;
fragment_output_0.z = fragment_unnamed_85;
fragment_output_0.w = fragment_unnamed_85;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42;
precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42);
precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f;
precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45);
precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55;
precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57;
float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f);
precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59;
precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42;
precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45;
float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57)));
precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65;
precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66;
precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57;
float fragment_unnamed_87 = dot(float3(_BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f));
fragment_output_0.x = fragment_unnamed_87;
fragment_output_0.y = fragment_unnamed_87;
fragment_output_0.z = fragment_unnamed_87;
fragment_output_0.w = fragment_unnamed_87;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "CubeToOctahedralAlpha"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1051016
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40;
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43;
precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40);
precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43);
precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53;
precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55;
float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f);
precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57;
precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40;
precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43;
float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55)));
precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63;
precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64;
precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55;
float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_82 = fragment_unnamed_80.w;
fragment_output_0.x = fragment_unnamed_82;
fragment_output_0.y = fragment_unnamed_82;
fragment_output_0.z = fragment_unnamed_82;
fragment_output_0.w = fragment_unnamed_82;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42;
precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42);
precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f;
precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45);
precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55;
precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57;
float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f);
precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59;
precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42;
precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45;
float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57)));
precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65;
precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66;
precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57;
float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_84 = fragment_unnamed_82.w;
fragment_output_0.x = fragment_unnamed_84;
fragment_output_0.y = fragment_unnamed_84;
fragment_output_0.z = fragment_unnamed_84;
fragment_output_0.w = fragment_unnamed_84;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "CubeToOctahedralRed"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1170593
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40;
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43;
precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40);
precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43);
precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53;
precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55;
float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f);
precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57;
precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40;
precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43;
float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55)));
precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63;
precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64;
precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55;
float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_82 = fragment_unnamed_80.x;
fragment_output_0.x = fragment_unnamed_82;
fragment_output_0.y = fragment_unnamed_82;
fragment_output_0.z = fragment_unnamed_82;
fragment_output_0.w = fragment_unnamed_82;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f);
float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f);
precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42;
precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45;
precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42);
precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f;
precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45);
precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55;
precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57;
float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f);
precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59;
precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42;
precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45;
float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57)));
precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65;
precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66;
precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57;
float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_84 = fragment_unnamed_82.x;
fragment_output_0.x = fragment_unnamed_84;
fragment_output_0.y = fragment_unnamed_84;
fragment_output_0.z = fragment_unnamed_84;
fragment_output_0.w = fragment_unnamed_84;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadLuminance"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1213655
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_47 = dot(float3(_BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f));
fragment_output_0.x = fragment_unnamed_47;
fragment_output_0.y = fragment_unnamed_47;
fragment_output_0.z = fragment_unnamed_47;
fragment_output_0.w = fragment_unnamed_47;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_52 = dot(float3(_BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f));
fragment_output_0.x = fragment_unnamed_52;
fragment_output_0.y = fragment_unnamed_52;
fragment_output_0.z = fragment_unnamed_52;
fragment_output_0.w = fragment_unnamed_52;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadAlpha"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1291300
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_44 = fragment_unnamed_42.w;
fragment_output_0.x = fragment_unnamed_44;
fragment_output_0.y = fragment_unnamed_44;
fragment_output_0.z = fragment_unnamed_44;
fragment_output_0.w = fragment_unnamed_44;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_49 = fragment_unnamed_46.w;
fragment_output_0.x = fragment_unnamed_49;
fragment_output_0.y = fragment_unnamed_49;
fragment_output_0.z = fragment_unnamed_49;
fragment_output_0.w = fragment_unnamed_49;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearQuadRed"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1359845
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[132];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_34 = float(vertex_unnamed_29);
precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
static float4 vertex_uniform_buffer_0[101];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
float vertex_unnamed_37 = float(vertex_unnamed_32);
precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_44 = fragment_unnamed_42.x;
fragment_output_0.x = fragment_unnamed_44;
fragment_output_0.y = fragment_unnamed_44;
fragment_output_0.z = fragment_unnamed_44;
fragment_output_0.w = fragment_unnamed_44;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_49 = fragment_unnamed_46.x;
fragment_output_0.x = fragment_unnamed_49;
fragment_output_0.y = fragment_unnamed_49;
fragment_output_0.z = fragment_unnamed_49;
fragment_output_0.w = fragment_unnamed_49;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "NearestCubeToOctahedralPadding"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1408694
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ BLIT_DECODE_HDR
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !BLIT_DECODE_HDR
#ifdef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef BLIT_DECODE_HDR
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_128;
float fragment_unnamed_129;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f;
precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f;
fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48)));
fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45)));
}
else
{
bool fragment_unnamed_74 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_76 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f;
precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f;
precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_113 = asuint(fragment_unnamed_112);
precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f);
fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115))));
fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113)));
}
float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f);
float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f);
precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131;
precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132;
precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131);
precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132);
precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140;
precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142;
float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f);
precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144;
precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131;
precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132;
float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142)));
precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150;
precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151;
precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142;
float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_167.x;
fragment_output_0.y = fragment_unnamed_167.y;
fragment_output_0.z = fragment_unnamed_167.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_130;
float fragment_unnamed_131;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f;
fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50)));
fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47)));
}
else
{
bool fragment_unnamed_76 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_77 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_78 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f;
precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f;
precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f;
precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_115 = asuint(fragment_unnamed_114);
precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f);
fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117))));
fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115)));
}
float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f);
float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f);
precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133;
precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133);
precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f;
precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134);
precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142;
precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144;
float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f);
precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146;
precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133;
precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134;
float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144)));
precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152;
precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153;
precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144;
float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_169.x;
fragment_output_0.y = fragment_unnamed_169.y;
fragment_output_0.z = fragment_unnamed_169.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !BLIT_DECODE_HDR
#ifdef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
float4 _BlitDecodeInstructions;
static float4 fragment_uniform_buffer_0[136];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_128;
float fragment_unnamed_129;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f;
precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f;
fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48)));
fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45)));
}
else
{
bool fragment_unnamed_74 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_76 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f;
precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f;
precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_113 = asuint(fragment_unnamed_112);
precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f);
fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115))));
fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113)));
}
float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f);
float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f);
precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131;
precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132;
precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131);
precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132);
precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140;
precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142;
float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f);
precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144;
precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131;
precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132;
float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142)));
precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150;
precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151;
precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142;
float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x);
precise float fragment_unnamed_173 = fragment_unnamed_167.w + (-1.0f);
precise float fragment_unnamed_184 = log2(max(mad(fragment_uniform_buffer_0[135u].w, fragment_unnamed_173, 1.0f), 0.0f)) * fragment_uniform_buffer_0[135u].y;
precise float fragment_unnamed_189 = exp2(fragment_unnamed_184) * fragment_uniform_buffer_0[135u].x;
precise float fragment_unnamed_190 = fragment_unnamed_167.x * fragment_unnamed_189;
precise float fragment_unnamed_191 = fragment_unnamed_167.y * fragment_unnamed_189;
precise float fragment_unnamed_192 = fragment_unnamed_167.z * fragment_unnamed_189;
fragment_output_0.x = fragment_unnamed_190;
fragment_output_0.y = fragment_unnamed_191;
fragment_output_0.z = fragment_unnamed_192;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_uniform_buffer_0[135] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef BLIT_DECODE_HDR
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
float4 _BlitDecodeInstructions;
static float4 fragment_uniform_buffer_0[105];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_130;
float fragment_unnamed_131;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f;
fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50)));
fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47)));
}
else
{
bool fragment_unnamed_76 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_77 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_78 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f;
precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f;
precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f;
precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_115 = asuint(fragment_unnamed_114);
precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f);
fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117))));
fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115)));
}
float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f);
float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f);
precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133;
precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133);
precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f;
precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134);
precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142;
precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144;
float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f);
precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146;
precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133;
precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134;
float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144)));
precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152;
precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153;
precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144;
float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x);
precise float fragment_unnamed_175 = fragment_unnamed_169.w + (-1.0f);
precise float fragment_unnamed_186 = log2(max(mad(fragment_uniform_buffer_0[104u].w, fragment_unnamed_175, 1.0f), 0.0f)) * fragment_uniform_buffer_0[104u].y;
precise float fragment_unnamed_191 = exp2(fragment_unnamed_186) * fragment_uniform_buffer_0[104u].x;
precise float fragment_unnamed_192 = fragment_unnamed_169.x * fragment_unnamed_191;
precise float fragment_unnamed_193 = fragment_unnamed_169.y * fragment_unnamed_191;
precise float fragment_unnamed_194 = fragment_unnamed_169.z * fragment_unnamed_191;
fragment_output_0.x = fragment_unnamed_192;
fragment_output_0.y = fragment_unnamed_193;
fragment_output_0.z = fragment_unnamed_194;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_uniform_buffer_0[104] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearCubeToOctahedralPadding"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1481223
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ BLIT_DECODE_HDR
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !BLIT_DECODE_HDR
#ifdef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[134];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u);
precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f;
float vertex_unnamed_42 = float(vertex_unnamed_29);
gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w);
precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f;
precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89;
precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90;
precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y;
precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z;
precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91;
precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92;
precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42;
precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38;
precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101;
precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102;
vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]);
vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef BLIT_DECODE_HDR
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _BlitScaleBiasRt;
float2 _BlitTextureSize;
int _BlitPaddingSize;
static float4 vertex_uniform_buffer_0[103];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u;
uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u;
precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u);
precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f;
float vertex_unnamed_45 = float(vertex_unnamed_32);
gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f);
gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f);
gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f);
gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f);
float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w);
precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f;
precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92;
precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93;
precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y;
precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z;
precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94;
precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95;
precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45;
precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41;
precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104;
precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105;
vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]);
vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize));
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_128;
float fragment_unnamed_129;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f;
precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f;
fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48)));
fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45)));
}
else
{
bool fragment_unnamed_74 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_76 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f;
precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f;
precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_113 = asuint(fragment_unnamed_112);
precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f);
fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115))));
fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113)));
}
float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f);
float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f);
precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131;
precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132;
precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131);
precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132);
precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140;
precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142;
float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f);
precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144;
precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131;
precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132;
float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142)));
precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150;
precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151;
precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142;
float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_167.x;
fragment_output_0.y = fragment_unnamed_167.y;
fragment_output_0.z = fragment_unnamed_167.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifndef BLIT_DECODE_HDR
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_130;
float fragment_unnamed_131;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f;
fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50)));
fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47)));
}
else
{
bool fragment_unnamed_76 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_77 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_78 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f;
precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f;
precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f;
precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_115 = asuint(fragment_unnamed_114);
precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f);
fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117))));
fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115)));
}
float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f);
float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f);
precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133;
precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133);
precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f;
precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134);
precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142;
precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144;
float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f);
precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146;
precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133;
precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134;
float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144)));
precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152;
precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153;
precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144;
float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_169.x;
fragment_output_0.y = fragment_unnamed_169.y;
fragment_output_0.z = fragment_unnamed_169.z;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !BLIT_DECODE_HDR
#ifdef BLIT_DECODE_HDR
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
float4 _BlitDecodeInstructions;
static float4 fragment_uniform_buffer_0[136];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_128;
float fragment_unnamed_129;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_38 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_39 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f;
precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f;
fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48)));
fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45)));
}
else
{
bool fragment_unnamed_74 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_75 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_76 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f;
precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f;
precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f;
precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f;
precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f;
precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f;
precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_113 = asuint(fragment_unnamed_112);
precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f);
fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115))));
fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113)));
}
float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f);
float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f);
precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131;
precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132;
precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131);
precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132);
precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140;
precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142;
float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f);
precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144;
precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131;
precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132;
float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142)));
precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150;
precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151;
precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142;
float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x);
precise float fragment_unnamed_173 = fragment_unnamed_167.w + (-1.0f);
precise float fragment_unnamed_184 = log2(max(mad(fragment_uniform_buffer_0[135u].w, fragment_unnamed_173, 1.0f), 0.0f)) * fragment_uniform_buffer_0[135u].y;
precise float fragment_unnamed_189 = exp2(fragment_unnamed_184) * fragment_uniform_buffer_0[135u].x;
precise float fragment_unnamed_190 = fragment_unnamed_167.x * fragment_unnamed_189;
precise float fragment_unnamed_191 = fragment_unnamed_167.y * fragment_unnamed_189;
precise float fragment_unnamed_192 = fragment_unnamed_167.z * fragment_unnamed_189;
fragment_output_0.x = fragment_unnamed_190;
fragment_output_0.y = fragment_unnamed_191;
fragment_output_0.z = fragment_unnamed_192;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_uniform_buffer_0[135] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // !STEREO_INSTANCING_ON
#ifdef BLIT_DECODE_HDR
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
float4 _BlitDecodeInstructions;
static float4 fragment_uniform_buffer_0[105];
TextureCube<float4> _BlitCubeTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_130;
float fragment_unnamed_131;
if (fragment_input_1.x < 0.0f)
{
bool fragment_unnamed_40 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_41 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f;
precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f);
precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f;
precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f;
fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50)));
fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47)));
}
else
{
bool fragment_unnamed_76 = fragment_input_1.x < 1.0f;
bool fragment_unnamed_77 = fragment_input_1.y < 0.0f;
bool fragment_unnamed_78 = fragment_input_1.y < 1.0f;
precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f;
precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f;
precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f;
precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f;
precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f;
precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f;
precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f);
uint fragment_unnamed_115 = asuint(fragment_unnamed_114);
precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f;
precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f);
fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117))));
fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115)));
}
float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f);
float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f);
precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133;
precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134;
precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133);
precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f;
precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134);
precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142;
precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144;
float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f);
precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146;
precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133;
precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134;
float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144)));
precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152;
precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153;
precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144;
float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x);
precise float fragment_unnamed_175 = fragment_unnamed_169.w + (-1.0f);
precise float fragment_unnamed_186 = log2(max(mad(fragment_uniform_buffer_0[104u].w, fragment_unnamed_175, 1.0f), 0.0f)) * fragment_uniform_buffer_0[104u].y;
precise float fragment_unnamed_191 = exp2(fragment_unnamed_186) * fragment_uniform_buffer_0[104u].x;
precise float fragment_unnamed_192 = fragment_unnamed_169.x * fragment_unnamed_191;
precise float fragment_unnamed_193 = fragment_unnamed_169.y * fragment_unnamed_191;
precise float fragment_unnamed_194 = fragment_unnamed_169.z * fragment_unnamed_191;
fragment_output_0.x = fragment_unnamed_192;
fragment_output_0.y = fragment_unnamed_193;
fragment_output_0.z = fragment_unnamed_194;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
fragment_uniform_buffer_0[104] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // BLIT_DECODE_HDR
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
Pass
{
Name "BilinearDebugDraw"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1560098
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef _LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_44 = fragment_unnamed_42.x;
float fragment_unnamed_45 = fragment_unnamed_42.y;
float fragment_unnamed_46 = fragment_unnamed_42.z;
precise float fragment_unnamed_55 = log2(abs(fragment_unnamed_44)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_58 = log2(abs(fragment_unnamed_46)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_72 = fragment_unnamed_44 * 12.92321014404296875f;
precise float fragment_unnamed_74 = fragment_unnamed_45 * 12.92321014404296875f;
precise float fragment_unnamed_75 = fragment_unnamed_46 * 12.92321014404296875f;
fragment_output_0.w = fragment_unnamed_42.w;
fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_44) ? fragment_unnamed_72 : mad(exp2(fragment_unnamed_55), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_45) ? fragment_unnamed_74 : mad(exp2(fragment_unnamed_57), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_46) ? fragment_unnamed_75 : mad(exp2(fragment_unnamed_58), 1.05499994754791259765625f, -0.054999999701976776123046875f);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _LINEAR_TO_SRGB_CONVERSION
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_49 = fragment_unnamed_46.x;
float fragment_unnamed_50 = fragment_unnamed_46.y;
float fragment_unnamed_51 = fragment_unnamed_46.z;
precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_49)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_50)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_63 = log2(abs(fragment_unnamed_51)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_77 = fragment_unnamed_49 * 12.92321014404296875f;
precise float fragment_unnamed_79 = fragment_unnamed_50 * 12.92321014404296875f;
precise float fragment_unnamed_80 = fragment_unnamed_51 * 12.92321014404296875f;
fragment_output_0.w = fragment_unnamed_46.w;
fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_49) ? fragment_unnamed_77 : mad(exp2(fragment_unnamed_60), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_50) ? fragment_unnamed_79 : mad(exp2(fragment_unnamed_62), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_51) ? fragment_unnamed_80 : mad(exp2(fragment_unnamed_63), 1.05499994754791259765625f, -0.054999999701976776123046875f);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _LINEAR_TO_SRGB_CONVERSION
ENDHLSL
}
Pass
{
Name "NearestDebugDraw"
Tags { "RenderPipeline" = "UniversalPipeline" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 1575626
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
fragment_output_0.x = fragment_unnamed_42.x;
fragment_output_0.y = fragment_unnamed_42.y;
fragment_output_0.z = fragment_unnamed_42.z;
fragment_output_0.w = fragment_unnamed_42.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef STEREO_INSTANCING_ON
#ifndef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
fragment_output_0.x = fragment_unnamed_46.x;
fragment_output_0.y = fragment_unnamed_46.y;
fragment_output_0.z = fragment_unnamed_46.z;
fragment_output_0.w = fragment_unnamed_46.w;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_LINEAR_TO_SRGB_CONVERSION
#ifdef _LINEAR_TO_SRGB_CONVERSION
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[134];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x);
float fragment_unnamed_44 = fragment_unnamed_42.x;
float fragment_unnamed_45 = fragment_unnamed_42.y;
float fragment_unnamed_46 = fragment_unnamed_42.z;
precise float fragment_unnamed_55 = log2(abs(fragment_unnamed_44)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_58 = log2(abs(fragment_unnamed_46)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_72 = fragment_unnamed_44 * 12.92321014404296875f;
precise float fragment_unnamed_74 = fragment_unnamed_45 * 12.92321014404296875f;
precise float fragment_unnamed_75 = fragment_unnamed_46 * 12.92321014404296875f;
fragment_output_0.w = fragment_unnamed_42.w;
fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_44) ? fragment_unnamed_72 : mad(exp2(fragment_unnamed_55), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_45) ? fragment_unnamed_74 : mad(exp2(fragment_unnamed_57), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_46) ? fragment_unnamed_75 : mad(exp2(fragment_unnamed_58), 1.05499994754791259765625f, -0.054999999701976776123046875f);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _LINEAR_TO_SRGB_CONVERSION
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef _LINEAR_TO_SRGB_CONVERSION
#define ANY_SHADER_VARIANT_ACTIVE
float _BlitMipLevel;
static float4 fragment_uniform_buffer_0[103];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x);
float fragment_unnamed_49 = fragment_unnamed_46.x;
float fragment_unnamed_50 = fragment_unnamed_46.y;
float fragment_unnamed_51 = fragment_unnamed_46.z;
precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_49)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_50)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_63 = log2(abs(fragment_unnamed_51)) * 0.4166666567325592041015625f;
precise float fragment_unnamed_77 = fragment_unnamed_49 * 12.92321014404296875f;
precise float fragment_unnamed_79 = fragment_unnamed_50 * 12.92321014404296875f;
precise float fragment_unnamed_80 = fragment_unnamed_51 * 12.92321014404296875f;
fragment_output_0.w = fragment_unnamed_46.w;
fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_49) ? fragment_unnamed_77 : mad(exp2(fragment_unnamed_60), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_50) ? fragment_unnamed_79 : mad(exp2(fragment_unnamed_62), 1.05499994754791259765625f, -0.054999999701976776123046875f);
fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_51) ? fragment_unnamed_80 : mad(exp2(fragment_unnamed_63), 1.05499994754791259765625f, -0.054999999701976776123046875f);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _LINEAR_TO_SRGB_CONVERSION
ENDHLSL
}
}
}