Shader "Hidden/Universal Render Pipeline/Debug/DebugReplacement" { Properties { } SubShader { Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "Vertex Attributes" Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "UniversalForward" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } GpuProgramID 3643 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_MatrixVP; float4x4 unity_ObjectToWorld; static float4 vertex_uniform_buffer_0[83]; static float4 vertex_uniform_buffer_1[4]; static float4 gl_Position; static float4 vertex_input_0; static float4 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float4 vertex_input_5; static float4 vertex_input_6; static float4 vertex_input_7; static float4 vertex_input_8; static float4 vertex_input_9; static float4 vertex_input_10; static float4 vertex_input_11; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float4 vertex_output_8; static float4 vertex_output_9; static float4 vertex_output_10; static float4 vertex_output_11; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : NORMAL; // TEXCOORD float4 vertex_input_2 : TANGENT; // TEXCOORD_1 float4 vertex_input_3 : COLOR; // TEXCOORD_2 float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3 float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4 float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5 float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6 float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7 float4 vertex_input_9 : TEXCOORD5; // COLOR float4 vertex_input_10 : TEXCOORD6; // NORMAL float4 vertex_input_11 : TEXCOORD7; // TANGENT }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4 float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5 float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6 float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7 float4 vertex_output_9 : COLOR; // COLOR float4 vertex_output_10 : NORMAL; // NORMAL float4 vertex_output_11 : TANGENT; // TANGENT float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_56 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x; precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y; precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_1[1u].w; precise float vertex_unnamed_93 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_56)) + vertex_uniform_buffer_1[3u].x; precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_1[3u].y; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_1[3u].z; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_1[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].w, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_1[3u].w; precise float vertex_unnamed_104 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].x; precise float vertex_unnamed_105 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].y; precise float vertex_unnamed_106 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].z; precise float vertex_unnamed_107 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].w; gl_Position.x = mad(vertex_uniform_buffer_0[82u].x, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_93, vertex_unnamed_104))); gl_Position.y = mad(vertex_uniform_buffer_0[82u].y, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_93, vertex_unnamed_105))); gl_Position.z = mad(vertex_uniform_buffer_0[82u].z, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_93, vertex_unnamed_106))); gl_Position.w = mad(vertex_uniform_buffer_0[82u].w, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_93, vertex_unnamed_107))); vertex_output_1.x = vertex_input_1.x; vertex_output_1.y = vertex_input_1.y; vertex_output_1.z = vertex_input_1.z; vertex_output_1.w = vertex_input_1.w; vertex_output_2.x = vertex_input_2.x; vertex_output_2.y = vertex_input_2.y; vertex_output_2.z = vertex_input_2.z; vertex_output_2.w = vertex_input_2.w; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_input_3.z; vertex_output_3.w = vertex_input_3.w; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_input_4.z; vertex_output_4.w = vertex_input_4.w; vertex_output_5.x = vertex_input_5.x; vertex_output_5.y = vertex_input_5.y; vertex_output_5.z = vertex_input_5.z; vertex_output_5.w = vertex_input_5.w; vertex_output_6.x = vertex_input_6.x; vertex_output_6.y = vertex_input_6.y; vertex_output_6.z = vertex_input_6.z; vertex_output_6.w = vertex_input_6.w; vertex_output_7.x = vertex_input_7.x; vertex_output_7.y = vertex_input_7.y; vertex_output_7.z = vertex_input_7.z; vertex_output_7.w = vertex_input_7.w; vertex_output_8.x = vertex_input_8.x; vertex_output_8.y = vertex_input_8.y; vertex_output_8.z = vertex_input_8.z; vertex_output_8.w = vertex_input_8.w; vertex_output_9.x = vertex_input_9.x; vertex_output_9.y = vertex_input_9.y; vertex_output_9.z = vertex_input_9.z; vertex_output_9.w = vertex_input_9.w; vertex_output_10.x = vertex_input_10.x; vertex_output_10.y = vertex_input_10.y; vertex_output_10.z = vertex_input_10.z; vertex_output_10.w = vertex_input_10.w; vertex_output_11.x = vertex_input_11.x; vertex_output_11.y = vertex_input_11.y; vertex_output_11.z = vertex_input_11.z; vertex_output_11.w = vertex_input_11.w; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vertex_input_6 = stage_input.vertex_input_6; vertex_input_7 = stage_input.vertex_input_7; vertex_input_8 = stage_input.vertex_input_8; vertex_input_9 = stage_input.vertex_input_9; vertex_input_10 = stage_input.vertex_input_10; vertex_input_11 = stage_input.vertex_input_11; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; stage_output.vertex_output_9 = vertex_output_9; stage_output.vertex_output_10 = vertex_output_10; stage_output.vertex_output_11 = vertex_output_11; 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[40]; static float4 gl_Position; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float4 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float4 vertex_input_5; static float4 vertex_input_6; static float4 vertex_input_7; static float4 vertex_input_8; static float4 vertex_input_9; static float4 vertex_input_10; static float4 vertex_input_11; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float4 vertex_output_8; static float4 vertex_output_9; static float4 vertex_output_10; static float4 vertex_output_11; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : NORMAL; // TEXCOORD float4 vertex_input_2 : TANGENT; // TEXCOORD_1 float4 vertex_input_3 : COLOR; // TEXCOORD_2 float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3 float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4 float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5 float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6 float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7 float4 vertex_input_9 : TEXCOORD5; // COLOR float4 vertex_input_10 : TEXCOORD6; // NORMAL float4 vertex_input_11 : TEXCOORD7; // TANGENT uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4 float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5 float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6 float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7 float4 vertex_output_9 : COLOR; // COLOR float4 vertex_output_10 : NORMAL; // NORMAL float4 vertex_output_11 : TANGENT; // TANGENT float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y; precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z; precise float vertex_unnamed_61 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_61)) + vertex_uniform_buffer_0[3u].w; uint vertex_unnamed_104 = ((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) << 2u) & 4u; uint vertex_unnamed_105 = vertex_unnamed_104 + 33u; precise float vertex_unnamed_113 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].x; precise float vertex_unnamed_114 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].y; precise float vertex_unnamed_115 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].z; precise float vertex_unnamed_116 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].w; uint vertex_unnamed_117 = vertex_unnamed_104 + 32u; uint vertex_unnamed_129 = vertex_unnamed_104 + 34u; uint vertex_unnamed_141 = vertex_unnamed_104 + 35u; gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_141].x, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].x, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].x, vertex_unnamed_95, vertex_unnamed_113))); gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_141].y, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].y, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].y, vertex_unnamed_95, vertex_unnamed_114))); gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_141].z, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].z, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].z, vertex_unnamed_95, vertex_unnamed_115))); gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_141].w, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].w, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].w, vertex_unnamed_95, vertex_unnamed_116))); vertex_output_1.x = vertex_input_1.x; vertex_output_1.y = vertex_input_1.y; vertex_output_1.z = vertex_input_1.z; vertex_output_1.w = vertex_input_1.w; vertex_output_2.x = vertex_input_2.x; vertex_output_2.y = vertex_input_2.y; vertex_output_2.z = vertex_input_2.z; vertex_output_2.w = vertex_input_2.w; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_input_3.z; vertex_output_3.w = vertex_input_3.w; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_input_4.z; vertex_output_4.w = vertex_input_4.w; vertex_output_5.x = vertex_input_5.x; vertex_output_5.y = vertex_input_5.y; vertex_output_5.z = vertex_input_5.z; vertex_output_5.w = vertex_input_5.w; vertex_output_6.x = vertex_input_6.x; vertex_output_6.y = vertex_input_6.y; vertex_output_6.z = vertex_input_6.z; vertex_output_6.w = vertex_input_6.w; vertex_output_7.x = vertex_input_7.x; vertex_output_7.y = vertex_input_7.y; vertex_output_7.z = vertex_input_7.z; vertex_output_7.w = vertex_input_7.w; vertex_output_8.x = vertex_input_8.x; vertex_output_8.y = vertex_input_8.y; vertex_output_8.z = vertex_input_8.z; vertex_output_8.w = vertex_input_8.w; vertex_output_9.x = vertex_input_9.x; vertex_output_9.y = vertex_input_9.y; vertex_output_9.z = vertex_input_9.z; vertex_output_9.w = vertex_input_9.w; vertex_output_10.x = vertex_input_10.x; vertex_output_10.y = vertex_input_10.y; vertex_output_10.z = vertex_input_10.z; vertex_output_10.w = vertex_input_10.w; vertex_output_11.x = vertex_input_11.x; vertex_output_11.y = vertex_input_11.y; vertex_output_11.z = vertex_input_11.z; vertex_output_11.w = vertex_input_11.w; } 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[32] = 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[33] = 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[34] = 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[35] = 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[36] = 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[37] = 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[38] = 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[39] = 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; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vertex_input_6 = stage_input.vertex_input_6; vertex_input_7 = stage_input.vertex_input_7; vertex_input_8 = stage_input.vertex_input_8; vertex_input_9 = stage_input.vertex_input_9; vertex_input_10 = stage_input.vertex_input_10; vertex_input_11 = stage_input.vertex_input_11; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; stage_output.vertex_output_9 = vertex_output_9; stage_output.vertex_output_10 = vertex_output_10; stage_output.vertex_output_11 = vertex_output_11; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE int _DebugVertexAttributeMode; static float4 fragment_uniform_buffer_0[131]; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float4 fragment_input_8; static float4 fragment_input_9; static float4 fragment_input_10; static float4 fragment_input_11; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5 float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6 float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7 float4 fragment_input_9 : COLOR; // COLOR float4 fragment_input_10 : NORMAL; // NORMAL float4 fragment_input_11 : TANGENT; // TANGENT }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { switch (asuint(fragment_uniform_buffer_0[130u]).y) { case 1u: { fragment_output_0.x = fragment_input_1.x; fragment_output_0.y = fragment_input_1.y; fragment_output_0.z = fragment_input_1.z; fragment_output_0.w = fragment_input_1.w; return; } case 2u: { fragment_output_0.x = fragment_input_2.x; fragment_output_0.y = fragment_input_2.y; fragment_output_0.z = fragment_input_2.z; fragment_output_0.w = fragment_input_2.w; return; } case 3u: { fragment_output_0.x = fragment_input_3.x; fragment_output_0.y = fragment_input_3.y; fragment_output_0.z = fragment_input_3.z; fragment_output_0.w = fragment_input_3.w; return; } case 4u: { fragment_output_0.x = fragment_input_4.x; fragment_output_0.y = fragment_input_4.y; fragment_output_0.z = fragment_input_4.z; fragment_output_0.w = fragment_input_4.w; return; } case 5u: { fragment_output_0.x = fragment_input_5.x; fragment_output_0.y = fragment_input_5.y; fragment_output_0.z = fragment_input_5.z; fragment_output_0.w = fragment_input_5.w; return; } case 6u: { fragment_output_0.x = fragment_input_6.x; fragment_output_0.y = fragment_input_6.y; fragment_output_0.z = fragment_input_6.z; fragment_output_0.w = fragment_input_6.w; return; } case 7u: { fragment_output_0.x = fragment_input_7.x; fragment_output_0.y = fragment_input_7.y; fragment_output_0.z = fragment_input_7.z; fragment_output_0.w = fragment_input_7.w; return; } case 8u: { fragment_output_0.x = fragment_input_8.x; fragment_output_0.y = fragment_input_8.y; fragment_output_0.z = fragment_input_8.z; fragment_output_0.w = fragment_input_8.w; return; } case 9u: { fragment_output_0.x = fragment_input_9.x; fragment_output_0.y = fragment_input_9.y; fragment_output_0.z = fragment_input_9.z; fragment_output_0.w = fragment_input_9.w; return; } case 10u: { fragment_output_0.x = fragment_input_11.x; fragment_output_0.y = fragment_input_11.y; fragment_output_0.z = fragment_input_11.z; fragment_output_0.w = fragment_input_11.w; return; } case 11u: { fragment_output_0.x = fragment_input_10.x; fragment_output_0.y = fragment_input_10.y; fragment_output_0.z = fragment_input_10.z; fragment_output_0.w = fragment_input_10.w; return; } default: { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 1.0f; return; } } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[130] = float4(fragment_uniform_buffer_0[130][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[130][2], fragment_uniform_buffer_0[130][3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; fragment_input_9 = stage_input.fragment_input_9; fragment_input_10 = stage_input.fragment_input_10; fragment_input_11 = stage_input.fragment_input_11; 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 int _DebugVertexAttributeMode; static float4 fragment_uniform_buffer_0[100]; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float4 fragment_input_8; static float4 fragment_input_9; static float4 fragment_input_10; static float4 fragment_input_11; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4 float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5 float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6 float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7 float4 fragment_input_9 : COLOR; // COLOR float4 fragment_input_10 : NORMAL; // NORMAL float4 fragment_input_11 : TANGENT; // TANGENT }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { switch (asuint(fragment_uniform_buffer_0[99u]).y) { case 1u: { fragment_output_0.x = fragment_input_1.x; fragment_output_0.y = fragment_input_1.y; fragment_output_0.z = fragment_input_1.z; fragment_output_0.w = fragment_input_1.w; return; } case 2u: { fragment_output_0.x = fragment_input_2.x; fragment_output_0.y = fragment_input_2.y; fragment_output_0.z = fragment_input_2.z; fragment_output_0.w = fragment_input_2.w; return; } case 3u: { fragment_output_0.x = fragment_input_3.x; fragment_output_0.y = fragment_input_3.y; fragment_output_0.z = fragment_input_3.z; fragment_output_0.w = fragment_input_3.w; return; } case 4u: { fragment_output_0.x = fragment_input_4.x; fragment_output_0.y = fragment_input_4.y; fragment_output_0.z = fragment_input_4.z; fragment_output_0.w = fragment_input_4.w; return; } case 5u: { fragment_output_0.x = fragment_input_5.x; fragment_output_0.y = fragment_input_5.y; fragment_output_0.z = fragment_input_5.z; fragment_output_0.w = fragment_input_5.w; return; } case 6u: { fragment_output_0.x = fragment_input_6.x; fragment_output_0.y = fragment_input_6.y; fragment_output_0.z = fragment_input_6.z; fragment_output_0.w = fragment_input_6.w; return; } case 7u: { fragment_output_0.x = fragment_input_7.x; fragment_output_0.y = fragment_input_7.y; fragment_output_0.z = fragment_input_7.z; fragment_output_0.w = fragment_input_7.w; return; } case 8u: { fragment_output_0.x = fragment_input_8.x; fragment_output_0.y = fragment_input_8.y; fragment_output_0.z = fragment_input_8.z; fragment_output_0.w = fragment_input_8.w; return; } case 9u: { fragment_output_0.x = fragment_input_9.x; fragment_output_0.y = fragment_input_9.y; fragment_output_0.z = fragment_input_9.z; fragment_output_0.w = fragment_input_9.w; return; } case 10u: { fragment_output_0.x = fragment_input_11.x; fragment_output_0.y = fragment_input_11.y; fragment_output_0.z = fragment_input_11.z; fragment_output_0.w = fragment_input_11.w; return; } case 11u: { fragment_output_0.x = fragment_input_10.x; fragment_output_0.y = fragment_input_10.y; fragment_output_0.z = fragment_input_10.z; fragment_output_0.w = fragment_input_10.w; return; } default: { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 0.0f; fragment_output_0.w = 1.0f; return; } } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[99] = float4(fragment_uniform_buffer_0[99][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[99][2], fragment_uniform_buffer_0[99][3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; fragment_input_9 = stage_input.fragment_input_9; fragment_input_10 = stage_input.fragment_input_10; fragment_input_11 = stage_input.fragment_input_11; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }