Shader "Hidden/Universal Render Pipeline/CameraMotionVectors" { Properties { } SubShader { Pass { Name "Camera Motion Vectors" Cull Off GpuProgramID 9368 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 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_27 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_28 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_27, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_28, 2.0f, -1.0f); precise float vertex_unnamed_38 = (-0.0f) - vertex_unnamed_28; precise float vertex_unnamed_40 = vertex_unnamed_38 + 1.0f; vertex_output_1.x = vertex_unnamed_27; vertex_output_1.y = vertex_unnamed_40; gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { 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 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_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_30, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_41 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_43 = vertex_unnamed_41 + 1.0f; vertex_output_1.x = vertex_unnamed_30; vertex_output_1.y = vertex_unnamed_43; 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) { 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 float4x4 unity_MatrixInvVP; float4x4 _PrevViewProjMatrix; float4x4 _NonJitteredViewProjMatrix; float4 _CameraDepthTexture_TexelSize; static float4 fragment_uniform_buffer_0[131]; Texture2D _CameraDepthTexture; static float gl_FragDepth; 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; float gl_FragDepth : SV_Depth; }; void frag_main() { float fragment_unnamed_34 = mad(fragment_input_1.x, 2.0f, -1.0f); precise float fragment_unnamed_38 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); precise float fragment_unnamed_48 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].x; precise float fragment_unnamed_49 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].y; precise float fragment_unnamed_50 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].z; precise float fragment_unnamed_51 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].w; precise float fragment_unnamed_72 = fragment_input_1.x * fragment_uniform_buffer_0[130u].z; precise float fragment_unnamed_73 = fragment_input_1.y * fragment_uniform_buffer_0[130u].w; float4 fragment_unnamed_76 = _CameraDepthTexture.Load(int3(uint2(uint(fragment_unnamed_72), uint(fragment_unnamed_73)), 0u)); float fragment_unnamed_79 = fragment_unnamed_76.x; gl_FragDepth = fragment_unnamed_79; precise float fragment_unnamed_98 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_34, fragment_unnamed_48)) + fragment_uniform_buffer_0[86u].x; precise float fragment_unnamed_99 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_34, fragment_unnamed_49)) + fragment_uniform_buffer_0[86u].y; precise float fragment_unnamed_100 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_34, fragment_unnamed_50)) + fragment_uniform_buffer_0[86u].z; precise float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_34, fragment_unnamed_51)) + fragment_uniform_buffer_0[86u].w; precise float fragment_unnamed_102 = fragment_unnamed_98 / fragment_unnamed_101; precise float fragment_unnamed_103 = fragment_unnamed_99 / fragment_unnamed_101; precise float fragment_unnamed_104 = fragment_unnamed_100 / fragment_unnamed_101; precise float fragment_unnamed_111 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].x; precise float fragment_unnamed_112 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].y; precise float fragment_unnamed_113 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].w; precise float fragment_unnamed_138 = mad(fragment_uniform_buffer_0[92u].x, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].x, fragment_unnamed_102, fragment_unnamed_111)) + fragment_uniform_buffer_0[93u].x; precise float fragment_unnamed_139 = mad(fragment_uniform_buffer_0[92u].y, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].y, fragment_unnamed_102, fragment_unnamed_112)) + fragment_uniform_buffer_0[93u].y; precise float fragment_unnamed_140 = mad(fragment_uniform_buffer_0[92u].w, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].w, fragment_unnamed_102, fragment_unnamed_113)) + fragment_uniform_buffer_0[93u].w; precise float fragment_unnamed_141 = 1.0f / fragment_unnamed_140; precise float fragment_unnamed_143 = fragment_unnamed_141 * fragment_unnamed_138; precise float fragment_unnamed_144 = fragment_unnamed_141 * fragment_unnamed_139; precise float fragment_unnamed_151 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].x; precise float fragment_unnamed_152 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].y; precise float fragment_unnamed_153 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].w; precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[96u].x, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].x, fragment_unnamed_102, fragment_unnamed_151)) + fragment_uniform_buffer_0[97u].x; precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[96u].y, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].y, fragment_unnamed_102, fragment_unnamed_152)) + fragment_uniform_buffer_0[97u].y; precise float fragment_unnamed_180 = mad(fragment_uniform_buffer_0[96u].w, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].w, fragment_unnamed_102, fragment_unnamed_153)) + fragment_uniform_buffer_0[97u].w; precise float fragment_unnamed_181 = 1.0f / fragment_unnamed_180; precise float fragment_unnamed_182 = (-0.0f) - fragment_unnamed_143; precise float fragment_unnamed_183 = (-0.0f) - fragment_unnamed_144; precise float fragment_unnamed_186 = mad(fragment_unnamed_178, fragment_unnamed_181, fragment_unnamed_182) * 0.5f; precise float fragment_unnamed_188 = mad(fragment_unnamed_179, fragment_unnamed_181, fragment_unnamed_183) * (-0.5f); fragment_output_0.x = fragment_unnamed_186; fragment_output_0.y = fragment_unnamed_188; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]); fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]); fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]); fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]); fragment_uniform_buffer_0[90] = float4(_PrevViewProjMatrix[0][0], _PrevViewProjMatrix[1][0], _PrevViewProjMatrix[2][0], _PrevViewProjMatrix[3][0]); fragment_uniform_buffer_0[91] = float4(_PrevViewProjMatrix[0][1], _PrevViewProjMatrix[1][1], _PrevViewProjMatrix[2][1], _PrevViewProjMatrix[3][1]); fragment_uniform_buffer_0[92] = float4(_PrevViewProjMatrix[0][2], _PrevViewProjMatrix[1][2], _PrevViewProjMatrix[2][2], _PrevViewProjMatrix[3][2]); fragment_uniform_buffer_0[93] = float4(_PrevViewProjMatrix[0][3], _PrevViewProjMatrix[1][3], _PrevViewProjMatrix[2][3], _PrevViewProjMatrix[3][3]); fragment_uniform_buffer_0[94] = float4(_NonJitteredViewProjMatrix[0][0], _NonJitteredViewProjMatrix[1][0], _NonJitteredViewProjMatrix[2][0], _NonJitteredViewProjMatrix[3][0]); fragment_uniform_buffer_0[95] = float4(_NonJitteredViewProjMatrix[0][1], _NonJitteredViewProjMatrix[1][1], _NonJitteredViewProjMatrix[2][1], _NonJitteredViewProjMatrix[3][1]); fragment_uniform_buffer_0[96] = float4(_NonJitteredViewProjMatrix[0][2], _NonJitteredViewProjMatrix[1][2], _NonJitteredViewProjMatrix[2][2], _NonJitteredViewProjMatrix[3][2]); fragment_uniform_buffer_0[97] = float4(_NonJitteredViewProjMatrix[0][3], _NonJitteredViewProjMatrix[1][3], _NonJitteredViewProjMatrix[2][3], _NonJitteredViewProjMatrix[3][3]); fragment_uniform_buffer_0[130] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4x4 _PrevViewProjMatrixStereo[2]; float4x4 _NonJitteredViewProjMatrixStereo[2]; float4 _CameraDepthTexture_TexelSize; float4x4 unity_StereoMatrixInvVP[2]; static float4 fragment_uniform_buffer_0[100]; static float4 fragment_uniform_buffer_1[48]; Texture2DArray _CameraDepthTexture; static uint gl_Layer; static float gl_FragDepth; 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; float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_46 = fragment_input_1.x * fragment_uniform_buffer_0[99u].z; precise float fragment_unnamed_47 = fragment_input_1.y * fragment_uniform_buffer_0[99u].w; float4 fragment_unnamed_51 = _CameraDepthTexture.Load(int4(uint3(uint(fragment_unnamed_46), uint(fragment_unnamed_47), uint(gl_Layer)), 0u)); float fragment_unnamed_54 = fragment_unnamed_51.x; float fragment_unnamed_60 = mad(fragment_input_1.x, 2.0f, -1.0f); uint fragment_unnamed_65 = uint(gl_Layer) << 2u; precise float fragment_unnamed_67 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); uint fragment_unnamed_69 = fragment_unnamed_65 + 41u; precise float fragment_unnamed_77 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].x; precise float fragment_unnamed_78 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].y; precise float fragment_unnamed_79 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].z; precise float fragment_unnamed_80 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].w; uint fragment_unnamed_81 = fragment_unnamed_65 + 40u; uint fragment_unnamed_93 = fragment_unnamed_65 + 42u; gl_FragDepth = fragment_unnamed_54; uint fragment_unnamed_105 = fragment_unnamed_65 + 43u; precise float fragment_unnamed_113 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].x, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].x, fragment_unnamed_60, fragment_unnamed_77)) + fragment_uniform_buffer_1[fragment_unnamed_105].x; precise float fragment_unnamed_114 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].y, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].y, fragment_unnamed_60, fragment_unnamed_78)) + fragment_uniform_buffer_1[fragment_unnamed_105].y; precise float fragment_unnamed_115 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].z, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].z, fragment_unnamed_60, fragment_unnamed_79)) + fragment_uniform_buffer_1[fragment_unnamed_105].z; precise float fragment_unnamed_116 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].w, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].w, fragment_unnamed_60, fragment_unnamed_80)) + fragment_uniform_buffer_1[fragment_unnamed_105].w; precise float fragment_unnamed_117 = fragment_unnamed_113 / fragment_unnamed_116; precise float fragment_unnamed_118 = fragment_unnamed_114 / fragment_unnamed_116; precise float fragment_unnamed_119 = fragment_unnamed_115 / fragment_unnamed_116; uint fragment_unnamed_120 = fragment_unnamed_65 + 48u; precise float fragment_unnamed_126 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].x; precise float fragment_unnamed_127 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].y; precise float fragment_unnamed_128 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].w; uint fragment_unnamed_129 = fragment_unnamed_65 + 47u; uint fragment_unnamed_139 = fragment_unnamed_65 + 49u; uint fragment_unnamed_149 = fragment_unnamed_65 + 50u; precise float fragment_unnamed_156 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].x, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].x, fragment_unnamed_117, fragment_unnamed_126)) + fragment_uniform_buffer_0[fragment_unnamed_149].x; precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].y, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].y, fragment_unnamed_117, fragment_unnamed_127)) + fragment_uniform_buffer_0[fragment_unnamed_149].y; precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].w, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].w, fragment_unnamed_117, fragment_unnamed_128)) + fragment_uniform_buffer_0[fragment_unnamed_149].w; precise float fragment_unnamed_159 = 1.0f / fragment_unnamed_158; precise float fragment_unnamed_161 = fragment_unnamed_159 * fragment_unnamed_156; precise float fragment_unnamed_162 = fragment_unnamed_159 * fragment_unnamed_157; uint fragment_unnamed_163 = fragment_unnamed_65 + 56u; precise float fragment_unnamed_170 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].x; precise float fragment_unnamed_171 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].y; precise float fragment_unnamed_172 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].w; uint fragment_unnamed_173 = fragment_unnamed_65 + 55u; uint fragment_unnamed_183 = fragment_unnamed_65 + 57u; uint fragment_unnamed_193 = fragment_unnamed_65 + 58u; precise float fragment_unnamed_200 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].x, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].x, fragment_unnamed_117, fragment_unnamed_170)) + fragment_uniform_buffer_0[fragment_unnamed_193].x; precise float fragment_unnamed_201 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].y, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].y, fragment_unnamed_117, fragment_unnamed_171)) + fragment_uniform_buffer_0[fragment_unnamed_193].y; precise float fragment_unnamed_202 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].w, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].w, fragment_unnamed_117, fragment_unnamed_172)) + fragment_uniform_buffer_0[fragment_unnamed_193].w; precise float fragment_unnamed_203 = 1.0f / fragment_unnamed_202; precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_161; precise float fragment_unnamed_205 = (-0.0f) - fragment_unnamed_162; precise float fragment_unnamed_208 = mad(fragment_unnamed_200, fragment_unnamed_203, fragment_unnamed_204) * 0.5f; precise float fragment_unnamed_210 = mad(fragment_unnamed_201, fragment_unnamed_203, fragment_unnamed_205) * (-0.5f); fragment_output_0.x = fragment_unnamed_208; fragment_output_0.y = fragment_unnamed_210; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[47] = float4(_PrevViewProjMatrixStereo[0][0][0], _PrevViewProjMatrixStereo[0][1][0], _PrevViewProjMatrixStereo[0][2][0], _PrevViewProjMatrixStereo[0][3][0]); fragment_uniform_buffer_0[48] = float4(_PrevViewProjMatrixStereo[0][0][1], _PrevViewProjMatrixStereo[0][1][1], _PrevViewProjMatrixStereo[0][2][1], _PrevViewProjMatrixStereo[0][3][1]); fragment_uniform_buffer_0[49] = float4(_PrevViewProjMatrixStereo[0][0][2], _PrevViewProjMatrixStereo[0][1][2], _PrevViewProjMatrixStereo[0][2][2], _PrevViewProjMatrixStereo[0][3][2]); fragment_uniform_buffer_0[50] = float4(_PrevViewProjMatrixStereo[0][0][3], _PrevViewProjMatrixStereo[0][1][3], _PrevViewProjMatrixStereo[0][2][3], _PrevViewProjMatrixStereo[0][3][3]); fragment_uniform_buffer_0[51] = float4(_PrevViewProjMatrixStereo[1][0][0], _PrevViewProjMatrixStereo[1][1][0], _PrevViewProjMatrixStereo[1][2][0], _PrevViewProjMatrixStereo[1][3][0]); fragment_uniform_buffer_0[52] = float4(_PrevViewProjMatrixStereo[1][0][1], _PrevViewProjMatrixStereo[1][1][1], _PrevViewProjMatrixStereo[1][2][1], _PrevViewProjMatrixStereo[1][3][1]); fragment_uniform_buffer_0[53] = float4(_PrevViewProjMatrixStereo[1][0][2], _PrevViewProjMatrixStereo[1][1][2], _PrevViewProjMatrixStereo[1][2][2], _PrevViewProjMatrixStereo[1][3][2]); fragment_uniform_buffer_0[54] = float4(_PrevViewProjMatrixStereo[1][0][3], _PrevViewProjMatrixStereo[1][1][3], _PrevViewProjMatrixStereo[1][2][3], _PrevViewProjMatrixStereo[1][3][3]); fragment_uniform_buffer_0[55] = float4(_NonJitteredViewProjMatrixStereo[0][0][0], _NonJitteredViewProjMatrixStereo[0][1][0], _NonJitteredViewProjMatrixStereo[0][2][0], _NonJitteredViewProjMatrixStereo[0][3][0]); fragment_uniform_buffer_0[56] = float4(_NonJitteredViewProjMatrixStereo[0][0][1], _NonJitteredViewProjMatrixStereo[0][1][1], _NonJitteredViewProjMatrixStereo[0][2][1], _NonJitteredViewProjMatrixStereo[0][3][1]); fragment_uniform_buffer_0[57] = float4(_NonJitteredViewProjMatrixStereo[0][0][2], _NonJitteredViewProjMatrixStereo[0][1][2], _NonJitteredViewProjMatrixStereo[0][2][2], _NonJitteredViewProjMatrixStereo[0][3][2]); fragment_uniform_buffer_0[58] = float4(_NonJitteredViewProjMatrixStereo[0][0][3], _NonJitteredViewProjMatrixStereo[0][1][3], _NonJitteredViewProjMatrixStereo[0][2][3], _NonJitteredViewProjMatrixStereo[0][3][3]); fragment_uniform_buffer_0[59] = float4(_NonJitteredViewProjMatrixStereo[1][0][0], _NonJitteredViewProjMatrixStereo[1][1][0], _NonJitteredViewProjMatrixStereo[1][2][0], _NonJitteredViewProjMatrixStereo[1][3][0]); fragment_uniform_buffer_0[60] = float4(_NonJitteredViewProjMatrixStereo[1][0][1], _NonJitteredViewProjMatrixStereo[1][1][1], _NonJitteredViewProjMatrixStereo[1][2][1], _NonJitteredViewProjMatrixStereo[1][3][1]); fragment_uniform_buffer_0[61] = float4(_NonJitteredViewProjMatrixStereo[1][0][2], _NonJitteredViewProjMatrixStereo[1][1][2], _NonJitteredViewProjMatrixStereo[1][2][2], _NonJitteredViewProjMatrixStereo[1][3][2]); fragment_uniform_buffer_0[62] = float4(_NonJitteredViewProjMatrixStereo[1][0][3], _NonJitteredViewProjMatrixStereo[1][1][3], _NonJitteredViewProjMatrixStereo[1][2][3], _NonJitteredViewProjMatrixStereo[1][3][3]); fragment_uniform_buffer_0[99] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]); fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]); fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]); fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]); fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]); fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]); fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]); fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }