Shader "Hidden/Universal Render Pipeline/CopyDepth" { Properties { } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "CopyDepth" Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ColorMask B ZTest Always ZWrite Off Cull Off GpuProgramID 21435 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 shader_feature _DEPTH_MSAA_2 #pragma shader_feature _DEPTH_MSAA_4 #pragma shader_feature _DEPTH_MSAA_8 #pragma multi_compile _ _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #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 // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #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 // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_2 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_2 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_2 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #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 // _DEPTH_MSAA_2 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_2 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #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 // _DEPTH_MSAA_2 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_4 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_4 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_4 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #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 // _DEPTH_MSAA_4 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_4 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #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 // _DEPTH_MSAA_4 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_8 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_8 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_8 #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _OUTPUT_DEPTH #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 // _DEPTH_MSAA_8 #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_8 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #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 // _DEPTH_MSAA_8 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_8 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #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 // _DEPTH_MSAA_8 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _CameraDepthAttachment; SamplerState sampler_CameraDepthAttachment; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0 = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][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 // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _CameraDepthAttachment; SamplerState sampler_CameraDepthAttachment; static uint gl_Layer; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { fragment_output_0 = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x).x; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][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 // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _CameraDepthAttachment; SamplerState sampler_CameraDepthAttachment; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { gl_FragDepth = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; return stage_output; } #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _CameraDepthAttachment; SamplerState sampler_CameraDepthAttachment; static uint gl_Layer; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { gl_FragDepth = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x).x; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][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; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_2 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); fragment_output_0 = min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_2 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); fragment_output_0 = min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_2 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); gl_FragDepth = min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; return stage_output; } #endif // _DEPTH_MSAA_2 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_2 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); gl_FragDepth = min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _DEPTH_MSAA_2 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_4 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); fragment_output_0 = min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_4 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_4 #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); fragment_output_0 = min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_4 #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_4 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); gl_FragDepth = min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; return stage_output; } #endif // _DEPTH_MSAA_4 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_4 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_8 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); gl_FragDepth = min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _DEPTH_MSAA_4 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_8 #ifdef _DEPTH_MSAA_8 #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); fragment_output_0 = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 4u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 5u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 6u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 7u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_8 #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_OUTPUT_DEPTH #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_8 #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #ifndef _OUTPUT_DEPTH #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float2 fragment_input_1; static float fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); fragment_output_0 = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 4u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 5u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 6u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 7u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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 // _DEPTH_MSAA_8 #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #endif // !_OUTPUT_DEPTH #ifdef _DEPTH_MSAA_8 #ifdef _OUTPUT_DEPTH #ifndef STEREO_INSTANCING_ON #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[137]; Texture2DMS _CameraDepthAttachment; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z; precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w; uint fragment_unnamed_39 = uint(int(fragment_unnamed_37)); uint fragment_unnamed_40 = uint(int(fragment_unnamed_38)); gl_FragDepth = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 4u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 5u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 6u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 7u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; return stage_output; } #endif // _DEPTH_MSAA_8 #endif // _OUTPUT_DEPTH #endif // !STEREO_INSTANCING_ON #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 #ifdef STEREO_INSTANCING_ON #ifdef _DEPTH_MSAA_8 #ifdef _OUTPUT_DEPTH #ifndef _DEPTH_MSAA_2 #ifndef _DEPTH_MSAA_4 #define ANY_SHADER_VARIANT_ACTIVE float4 _CameraDepthAttachment_TexelSize; static float4 fragment_uniform_buffer_0[106]; Texture2DMSArray _CameraDepthAttachment; static uint gl_Layer; static float gl_FragDepth; static float2 fragment_input_1; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float gl_FragDepth : SV_Depth; }; void frag_main() { precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z; precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w; uint fragment_unnamed_41 = uint(int(fragment_unnamed_39)); uint fragment_unnamed_42 = uint(int(fragment_unnamed_40)); gl_FragDepth = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 4u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 5u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 6u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 7u).x); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[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; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _DEPTH_MSAA_8 #endif // _OUTPUT_DEPTH #endif // !_DEPTH_MSAA_2 #endif // !_DEPTH_MSAA_4 // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } } }