Shader "Hidden/Core/FallbackError" { Properties { } SubShader { Pass { GpuProgramID 49505 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 float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[4]; static float4 vertex_uniform_buffer_1[21]; static float4 gl_Position; static float4 vertex_input_0; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION }; struct Vertex_Stage_Output { float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_34 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x; precise float vertex_unnamed_35 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y; precise float vertex_unnamed_36 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z; precise float vertex_unnamed_37 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w; precise float vertex_unnamed_71 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_34)) + vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_72 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_35)) + vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_73 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_36)) + vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_74 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_37)) + vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_82 = vertex_unnamed_72 * vertex_uniform_buffer_1[18u].x; precise float vertex_unnamed_83 = vertex_unnamed_72 * vertex_uniform_buffer_1[18u].y; precise float vertex_unnamed_84 = vertex_unnamed_72 * vertex_uniform_buffer_1[18u].z; precise float vertex_unnamed_85 = vertex_unnamed_72 * vertex_uniform_buffer_1[18u].w; gl_Position.x = mad(vertex_uniform_buffer_1[20u].x, vertex_unnamed_74, mad(vertex_uniform_buffer_1[19u].x, vertex_unnamed_73, mad(vertex_uniform_buffer_1[17u].x, vertex_unnamed_71, vertex_unnamed_82))); gl_Position.y = mad(vertex_uniform_buffer_1[20u].y, vertex_unnamed_74, mad(vertex_uniform_buffer_1[19u].y, vertex_unnamed_73, mad(vertex_uniform_buffer_1[17u].y, vertex_unnamed_71, vertex_unnamed_83))); gl_Position.z = mad(vertex_uniform_buffer_1[20u].z, vertex_unnamed_74, mad(vertex_uniform_buffer_1[19u].z, vertex_unnamed_73, mad(vertex_uniform_buffer_1[17u].z, vertex_unnamed_71, vertex_unnamed_84))); gl_Position.w = mad(vertex_uniform_buffer_1[20u].w, vertex_unnamed_74, mad(vertex_uniform_buffer_1[19u].w, vertex_unnamed_73, mad(vertex_uniform_buffer_1[17u].w, vertex_unnamed_71, vertex_unnamed_85))); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_1[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_1[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_1[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[4]; static float4 vertex_uniform_buffer_1[32]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_38 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x; precise float vertex_unnamed_39 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y; precise float vertex_unnamed_40 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z; precise float vertex_unnamed_41 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w; precise float vertex_unnamed_75 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_38)) + vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_76 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_39)) + vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_77 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_40)) + vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_78 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_41)) + vertex_uniform_buffer_0[3u].w; uint vertex_unnamed_83 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_84 = vertex_unnamed_83 << 2u; gl_Layer = int(vertex_unnamed_83); uint vertex_unnamed_85 = vertex_unnamed_84 + 25u; precise float vertex_unnamed_93 = vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_85].x; precise float vertex_unnamed_94 = vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_85].y; precise float vertex_unnamed_95 = vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_85].z; precise float vertex_unnamed_96 = vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_85].w; uint vertex_unnamed_97 = vertex_unnamed_84 + 24u; uint vertex_unnamed_109 = vertex_unnamed_84 + 26u; uint vertex_unnamed_121 = vertex_unnamed_84 + 27u; gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_121].x, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_109].x, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_97].x, vertex_unnamed_75, vertex_unnamed_93))); gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_121].y, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_109].y, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_97].y, vertex_unnamed_75, vertex_unnamed_94))); gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_121].z, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_109].z, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_97].z, vertex_unnamed_75, vertex_unnamed_95))); gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_121].w, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_109].w, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_97].w, vertex_unnamed_75, vertex_unnamed_96))); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_1[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_1[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_1[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_1[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_1[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_1[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_1[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_1[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE static float4 fragment_output_0; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0.x = 1.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 1.0f; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag() { 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 static float4 fragment_output_0; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0.x = 1.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 1.0f; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag() { frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }