Shader "Hidden/Universal Render Pipeline/TemporalAA" { Properties { } SubShader { LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "TemporalAA - Accumulate - Quality Very Low" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 38453 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float _TaaFrameInfluence; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_53 = _TaaMotionVectorTex.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_57 = (-0.0f) - fragment_unnamed_53.x; precise float fragment_unnamed_59 = (-0.0f) - fragment_unnamed_53.y; precise float fragment_unnamed_64 = fragment_unnamed_57 + fragment_input_1.x; precise float fragment_unnamed_65 = fragment_unnamed_59 + fragment_input_1.y; float4 fragment_unnamed_70 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_64, fragment_unnamed_65), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_95 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_97 = fragment_unnamed_95.x; float fragment_unnamed_98 = fragment_unnamed_95.y; float fragment_unnamed_99 = fragment_unnamed_95.z; float4 fragment_unnamed_103 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_105 = fragment_unnamed_103.x; float fragment_unnamed_106 = fragment_unnamed_103.y; float fragment_unnamed_107 = fragment_unnamed_103.z; float4 fragment_unnamed_115 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_117 = fragment_unnamed_115.x; float fragment_unnamed_118 = fragment_unnamed_115.y; float fragment_unnamed_119 = fragment_unnamed_115.z; float4 fragment_unnamed_148 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_150 = fragment_unnamed_148.x; float fragment_unnamed_151 = fragment_unnamed_148.y; float fragment_unnamed_152 = fragment_unnamed_148.z; float4 fragment_unnamed_156 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_158 = fragment_unnamed_156.x; float fragment_unnamed_159 = fragment_unnamed_156.y; float fragment_unnamed_160 = fragment_unnamed_156.z; float fragment_unnamed_176 = min(max(max(max(max(fragment_unnamed_105, fragment_unnamed_117), fragment_unnamed_97), fragment_unnamed_150), fragment_unnamed_158), max(fragment_unnamed_70.x, min(min(min(fragment_unnamed_97, min(fragment_unnamed_105, fragment_unnamed_117)), fragment_unnamed_150), fragment_unnamed_158))); float fragment_unnamed_177 = min(max(max(max(max(fragment_unnamed_106, fragment_unnamed_118), fragment_unnamed_98), fragment_unnamed_151), fragment_unnamed_159), max(fragment_unnamed_70.y, min(min(min(fragment_unnamed_98, min(fragment_unnamed_106, fragment_unnamed_118)), fragment_unnamed_151), fragment_unnamed_159))); float fragment_unnamed_178 = min(max(max(max(max(fragment_unnamed_107, fragment_unnamed_119), fragment_unnamed_99), fragment_unnamed_152), fragment_unnamed_160), max(fragment_unnamed_70.z, min(min(min(fragment_unnamed_99, min(fragment_unnamed_107, fragment_unnamed_119)), fragment_unnamed_152), fragment_unnamed_160))); precise float fragment_unnamed_186 = dot(float3(fragment_unnamed_176, fragment_unnamed_177, fragment_unnamed_178), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_187 = 1.0f / fragment_unnamed_186; precise float fragment_unnamed_188 = fragment_unnamed_187 * fragment_unnamed_176; precise float fragment_unnamed_189 = fragment_unnamed_187 * fragment_unnamed_177; precise float fragment_unnamed_190 = fragment_unnamed_187 * fragment_unnamed_178; precise float fragment_unnamed_194 = dot(float3(fragment_unnamed_117, fragment_unnamed_118, fragment_unnamed_119), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_195 = 1.0f / fragment_unnamed_194; precise float fragment_unnamed_196 = (-0.0f) - fragment_unnamed_188; precise float fragment_unnamed_197 = (-0.0f) - fragment_unnamed_189; precise float fragment_unnamed_198 = (-0.0f) - fragment_unnamed_190; float fragment_unnamed_206 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_117, fragment_unnamed_195, fragment_unnamed_196), fragment_unnamed_188); float fragment_unnamed_207 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_118, fragment_unnamed_195, fragment_unnamed_197), fragment_unnamed_189); float fragment_unnamed_208 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_119, fragment_unnamed_195, fragment_unnamed_198), fragment_unnamed_190); precise float fragment_unnamed_212 = (-0.0f) - dot(float3(fragment_unnamed_206, fragment_unnamed_207, fragment_unnamed_208), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); precise float fragment_unnamed_213 = fragment_unnamed_212 + 1.0f; precise float fragment_unnamed_214 = 1.0f / fragment_unnamed_213; precise float fragment_unnamed_215 = fragment_unnamed_214 * fragment_unnamed_206; precise float fragment_unnamed_216 = fragment_unnamed_214 * fragment_unnamed_207; precise float fragment_unnamed_217 = fragment_unnamed_214 * fragment_unnamed_208; fragment_output_0.x = max(fragment_unnamed_215, 0.0f); fragment_output_0.y = max(fragment_unnamed_216, 0.0f); fragment_output_0.z = max(fragment_unnamed_217, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float _TaaFrameInfluence; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_62 = float(uint(gl_Layer)); float4 fragment_unnamed_69 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y), fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_72 = fragment_unnamed_69.x; float fragment_unnamed_73 = fragment_unnamed_69.y; float fragment_unnamed_74 = fragment_unnamed_69.z; float4 fragment_unnamed_82 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_84 = fragment_unnamed_82.x; float fragment_unnamed_85 = fragment_unnamed_82.y; float fragment_unnamed_86 = fragment_unnamed_82.z; float4 fragment_unnamed_91 = _TaaMotionVectorTex.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91.x; precise float fragment_unnamed_97 = (-0.0f) - fragment_unnamed_91.y; precise float fragment_unnamed_102 = fragment_unnamed_95 + fragment_input_1.x; precise float fragment_unnamed_103 = fragment_unnamed_97 + fragment_input_1.y; float4 fragment_unnamed_113 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y), fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_115 = fragment_unnamed_113.x; float fragment_unnamed_116 = fragment_unnamed_113.y; float fragment_unnamed_117 = fragment_unnamed_113.z; float4 fragment_unnamed_140 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y), fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_142 = fragment_unnamed_140.x; float fragment_unnamed_143 = fragment_unnamed_140.y; float fragment_unnamed_144 = fragment_unnamed_140.z; float4 fragment_unnamed_154 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y), fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_156 = fragment_unnamed_154.x; float fragment_unnamed_157 = fragment_unnamed_154.y; float fragment_unnamed_158 = fragment_unnamed_154.z; float4 fragment_unnamed_163 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_102, fragment_unnamed_103, fragment_unnamed_62), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_177 = min(max(max(max(max(fragment_unnamed_72, fragment_unnamed_84), fragment_unnamed_115), fragment_unnamed_142), fragment_unnamed_156), max(min(min(min(min(fragment_unnamed_72, fragment_unnamed_84), fragment_unnamed_115), fragment_unnamed_142), fragment_unnamed_156), fragment_unnamed_163.x)); float fragment_unnamed_178 = min(max(max(max(max(fragment_unnamed_73, fragment_unnamed_85), fragment_unnamed_116), fragment_unnamed_143), fragment_unnamed_157), max(min(min(min(min(fragment_unnamed_73, fragment_unnamed_85), fragment_unnamed_116), fragment_unnamed_143), fragment_unnamed_157), fragment_unnamed_163.y)); float fragment_unnamed_179 = min(max(max(max(max(fragment_unnamed_74, fragment_unnamed_86), fragment_unnamed_117), fragment_unnamed_144), fragment_unnamed_158), max(min(min(min(min(fragment_unnamed_74, fragment_unnamed_86), fragment_unnamed_117), fragment_unnamed_144), fragment_unnamed_158), fragment_unnamed_163.z)); precise float fragment_unnamed_186 = dot(float3(fragment_unnamed_177, fragment_unnamed_178, fragment_unnamed_179), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_187 = 1.0f / fragment_unnamed_186; precise float fragment_unnamed_188 = fragment_unnamed_187 * fragment_unnamed_177; precise float fragment_unnamed_189 = fragment_unnamed_187 * fragment_unnamed_178; precise float fragment_unnamed_190 = fragment_unnamed_187 * fragment_unnamed_179; precise float fragment_unnamed_194 = dot(float3(fragment_unnamed_84, fragment_unnamed_85, fragment_unnamed_86), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_195 = 1.0f / fragment_unnamed_194; precise float fragment_unnamed_196 = (-0.0f) - fragment_unnamed_188; precise float fragment_unnamed_197 = (-0.0f) - fragment_unnamed_189; precise float fragment_unnamed_198 = (-0.0f) - fragment_unnamed_190; float fragment_unnamed_206 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_84, fragment_unnamed_195, fragment_unnamed_196), fragment_unnamed_188); float fragment_unnamed_207 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_85, fragment_unnamed_195, fragment_unnamed_197), fragment_unnamed_189); float fragment_unnamed_208 = mad(fragment_uniform_buffer_1[10u].y, mad(fragment_unnamed_86, fragment_unnamed_195, fragment_unnamed_198), fragment_unnamed_190); precise float fragment_unnamed_212 = (-0.0f) - dot(float3(fragment_unnamed_206, fragment_unnamed_207, fragment_unnamed_208), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); precise float fragment_unnamed_213 = fragment_unnamed_212 + 1.0f; precise float fragment_unnamed_214 = 1.0f / fragment_unnamed_213; precise float fragment_unnamed_215 = fragment_unnamed_214 * fragment_unnamed_206; precise float fragment_unnamed_216 = fragment_unnamed_214 * fragment_unnamed_207; precise float fragment_unnamed_217 = fragment_unnamed_214 * fragment_unnamed_208; fragment_output_0.x = max(fragment_unnamed_215, 0.0f); fragment_output_0.y = max(fragment_unnamed_216, 0.0f); fragment_output_0.z = max(fragment_unnamed_217, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "TemporalAA - Accumulate - Quality Low" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 65922 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float _TaaFrameInfluence; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_58 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_60 = fragment_unnamed_58 + 1.0f; float fragment_unnamed_63 = min(fragment_unnamed_60, 1.0f); float fragment_unnamed_73 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_74 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_76 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_77 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); precise float fragment_unnamed_84 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_85 = fragment_unnamed_84 + 1.0f; float fragment_unnamed_90 = min(fragment_unnamed_85, fragment_unnamed_63); float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_102 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_104 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_105 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); precise float fragment_unnamed_112 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_113 = fragment_unnamed_112 + 1.0f; bool fragment_unnamed_114 = fragment_unnamed_113 < fragment_unnamed_90; float fragment_unnamed_116 = min(fragment_unnamed_113, fragment_unnamed_90); precise float fragment_unnamed_126 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_127 = fragment_unnamed_126 + 1.0f; bool fragment_unnamed_128 = fragment_unnamed_127 < fragment_unnamed_116; precise float fragment_unnamed_138 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_139 = fragment_unnamed_138 + 1.0f; bool fragment_unnamed_140 = fragment_unnamed_139 < min(fragment_unnamed_127, fragment_unnamed_116); float4 fragment_unnamed_159 = _TaaMotionVectorTex.SampleBias(S1, float2(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_140 ? 0u : (fragment_unnamed_128 ? 3212836864u : (fragment_unnamed_114 ? 0u : (((fragment_unnamed_85 < fragment_unnamed_63) ? 4294967295u : 0u) & 1065353216u)))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat(fragment_unnamed_140 ? 1065353216u : (fragment_unnamed_128 ? 0u : ((fragment_unnamed_114 ? 4294967295u : 0u) & 3212836864u))), fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; float fragment_unnamed_162 = fragment_unnamed_159.y; precise float fragment_unnamed_163 = (-0.0f) - fragment_unnamed_161; precise float fragment_unnamed_164 = (-0.0f) - fragment_unnamed_162; precise float fragment_unnamed_169 = fragment_unnamed_163 + fragment_input_1.x; precise float fragment_unnamed_170 = fragment_unnamed_164 + fragment_input_1.y; float4 fragment_unnamed_175 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_169, fragment_unnamed_170), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_184 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_186 = fragment_unnamed_184.x; float fragment_unnamed_187 = fragment_unnamed_184.y; float fragment_unnamed_188 = fragment_unnamed_184.z; float4 fragment_unnamed_192 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_194 = fragment_unnamed_192.x; float fragment_unnamed_195 = fragment_unnamed_192.y; float fragment_unnamed_196 = fragment_unnamed_192.z; float4 fragment_unnamed_204 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_206 = fragment_unnamed_204.x; float fragment_unnamed_207 = fragment_unnamed_204.y; float fragment_unnamed_208 = fragment_unnamed_204.z; float4 fragment_unnamed_224 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_226 = fragment_unnamed_224.x; float fragment_unnamed_227 = fragment_unnamed_224.y; float fragment_unnamed_228 = fragment_unnamed_224.z; float4 fragment_unnamed_232 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_234 = fragment_unnamed_232.x; float fragment_unnamed_235 = fragment_unnamed_232.y; float fragment_unnamed_236 = fragment_unnamed_232.z; float fragment_unnamed_252 = min(max(fragment_unnamed_234, max(max(max(fragment_unnamed_194, fragment_unnamed_206), fragment_unnamed_186), fragment_unnamed_226)), max(min(fragment_unnamed_234, min(min(fragment_unnamed_186, min(fragment_unnamed_194, fragment_unnamed_206)), fragment_unnamed_226)), fragment_unnamed_175.x)); float fragment_unnamed_253 = min(max(fragment_unnamed_235, max(max(max(fragment_unnamed_195, fragment_unnamed_207), fragment_unnamed_187), fragment_unnamed_227)), max(min(fragment_unnamed_235, min(min(fragment_unnamed_187, min(fragment_unnamed_195, fragment_unnamed_207)), fragment_unnamed_227)), fragment_unnamed_175.y)); float fragment_unnamed_254 = min(max(fragment_unnamed_236, max(max(max(fragment_unnamed_196, fragment_unnamed_208), fragment_unnamed_188), fragment_unnamed_228)), max(min(fragment_unnamed_236, min(min(fragment_unnamed_188, min(fragment_unnamed_196, fragment_unnamed_208)), fragment_unnamed_228)), fragment_unnamed_175.z)); precise float fragment_unnamed_262 = dot(float3(fragment_unnamed_252, fragment_unnamed_253, fragment_unnamed_254), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_263 = 1.0f / fragment_unnamed_262; precise float fragment_unnamed_264 = fragment_unnamed_263 * fragment_unnamed_252; precise float fragment_unnamed_265 = fragment_unnamed_263 * fragment_unnamed_253; precise float fragment_unnamed_266 = fragment_unnamed_263 * fragment_unnamed_254; precise float fragment_unnamed_270 = dot(float3(fragment_unnamed_206, fragment_unnamed_207, fragment_unnamed_208), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_271 = 1.0f / fragment_unnamed_270; precise float fragment_unnamed_272 = (-0.0f) - fragment_unnamed_264; precise float fragment_unnamed_273 = (-0.0f) - fragment_unnamed_265; precise float fragment_unnamed_274 = (-0.0f) - fragment_unnamed_266; precise float fragment_unnamed_282 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_284 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_285 = (-0.0f) - fragment_unnamed_161; precise float fragment_unnamed_286 = (-0.0f) - fragment_unnamed_162; precise float fragment_unnamed_287 = fragment_unnamed_285 + fragment_unnamed_282; precise float fragment_unnamed_288 = fragment_unnamed_286 + fragment_unnamed_284; float fragment_unnamed_305 = asfloat(((((0.5f < abs(fragment_unnamed_288)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_287)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_306 = mad(fragment_unnamed_305, mad(fragment_unnamed_206, fragment_unnamed_271, fragment_unnamed_272), fragment_unnamed_264); float fragment_unnamed_307 = mad(fragment_unnamed_305, mad(fragment_unnamed_207, fragment_unnamed_271, fragment_unnamed_273), fragment_unnamed_265); float fragment_unnamed_308 = mad(fragment_unnamed_305, mad(fragment_unnamed_208, fragment_unnamed_271, fragment_unnamed_274), fragment_unnamed_266); precise float fragment_unnamed_312 = (-0.0f) - dot(float3(fragment_unnamed_306, fragment_unnamed_307, fragment_unnamed_308), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); precise float fragment_unnamed_313 = fragment_unnamed_312 + 1.0f; precise float fragment_unnamed_314 = 1.0f / fragment_unnamed_313; precise float fragment_unnamed_315 = fragment_unnamed_314 * fragment_unnamed_306; precise float fragment_unnamed_316 = fragment_unnamed_314 * fragment_unnamed_307; precise float fragment_unnamed_317 = fragment_unnamed_314 * fragment_unnamed_308; fragment_output_0.x = max(fragment_unnamed_315, 0.0f); fragment_output_0.y = max(fragment_unnamed_316, 0.0f); fragment_output_0.z = max(fragment_unnamed_317, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float _TaaFrameInfluence; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_69 = fragment_unnamed_67.x; float fragment_unnamed_70 = fragment_unnamed_67.y; float fragment_unnamed_71 = fragment_unnamed_67.z; precise float fragment_unnamed_72 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_74 = fragment_unnamed_72 + 1.0f; float fragment_unnamed_77 = min(fragment_unnamed_74, 1.0f); float fragment_unnamed_87 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_89 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_90 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_91 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; float fragment_unnamed_104 = fragment_unnamed_101.y; float fragment_unnamed_105 = fragment_unnamed_101.z; precise float fragment_unnamed_106 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_107 = fragment_unnamed_106 + 1.0f; float fragment_unnamed_112 = min(fragment_unnamed_77, fragment_unnamed_107); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_126 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_127 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_137 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_139 = fragment_unnamed_137.x; float fragment_unnamed_140 = fragment_unnamed_137.y; float fragment_unnamed_141 = fragment_unnamed_137.z; precise float fragment_unnamed_142 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_143 = fragment_unnamed_142 + 1.0f; bool fragment_unnamed_144 = fragment_unnamed_143 < fragment_unnamed_112; float fragment_unnamed_146 = min(fragment_unnamed_143, fragment_unnamed_112); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; float fragment_unnamed_162 = fragment_unnamed_159.y; float fragment_unnamed_163 = fragment_unnamed_159.z; precise float fragment_unnamed_164 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_165 = fragment_unnamed_164 + 1.0f; bool fragment_unnamed_166 = fragment_unnamed_165 < fragment_unnamed_146; float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; float fragment_unnamed_182 = fragment_unnamed_179.y; float fragment_unnamed_183 = fragment_unnamed_179.z; precise float fragment_unnamed_184 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_185 = fragment_unnamed_184 + 1.0f; bool fragment_unnamed_186 = fragment_unnamed_185 < min(fragment_unnamed_165, fragment_unnamed_146); float4 fragment_unnamed_205 = _TaaMotionVectorTex.SampleBias(S1, float3(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_186 ? 0u : (fragment_unnamed_166 ? 3212836864u : (fragment_unnamed_144 ? 0u : (((fragment_unnamed_107 < fragment_unnamed_77) ? 4294967295u : 0u) & 1065353216u)))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat(fragment_unnamed_186 ? 1065353216u : (fragment_unnamed_166 ? 0u : ((fragment_unnamed_144 ? 4294967295u : 0u) & 3212836864u))), fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_207 = fragment_unnamed_205.x; float fragment_unnamed_208 = fragment_unnamed_205.y; precise float fragment_unnamed_209 = (-0.0f) - fragment_unnamed_207; precise float fragment_unnamed_210 = (-0.0f) - fragment_unnamed_208; precise float fragment_unnamed_215 = fragment_unnamed_209 + fragment_input_1.x; precise float fragment_unnamed_216 = fragment_unnamed_210 + fragment_input_1.y; float4 fragment_unnamed_221 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_215, fragment_unnamed_216, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_253 = min(max(max(fragment_unnamed_103, max(fragment_unnamed_161, max(fragment_unnamed_69, fragment_unnamed_139))), fragment_unnamed_181), max(fragment_unnamed_221.x, min(min(min(fragment_unnamed_161, min(fragment_unnamed_69, fragment_unnamed_139)), fragment_unnamed_103), fragment_unnamed_181))); float fragment_unnamed_254 = min(max(max(fragment_unnamed_104, max(fragment_unnamed_162, max(fragment_unnamed_70, fragment_unnamed_140))), fragment_unnamed_182), max(fragment_unnamed_221.y, min(min(min(fragment_unnamed_162, min(fragment_unnamed_70, fragment_unnamed_140)), fragment_unnamed_104), fragment_unnamed_182))); float fragment_unnamed_255 = min(max(max(fragment_unnamed_105, max(fragment_unnamed_163, max(fragment_unnamed_71, fragment_unnamed_141))), fragment_unnamed_183), max(fragment_unnamed_221.z, min(min(min(fragment_unnamed_163, min(fragment_unnamed_71, fragment_unnamed_141)), fragment_unnamed_105), fragment_unnamed_183))); precise float fragment_unnamed_262 = dot(float3(fragment_unnamed_253, fragment_unnamed_254, fragment_unnamed_255), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_263 = 1.0f / fragment_unnamed_262; precise float fragment_unnamed_264 = fragment_unnamed_263 * fragment_unnamed_253; precise float fragment_unnamed_265 = fragment_unnamed_263 * fragment_unnamed_254; precise float fragment_unnamed_266 = fragment_unnamed_263 * fragment_unnamed_255; precise float fragment_unnamed_270 = dot(float3(fragment_unnamed_69, fragment_unnamed_70, fragment_unnamed_71), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)) + 1.0f; precise float fragment_unnamed_271 = 1.0f / fragment_unnamed_270; precise float fragment_unnamed_272 = (-0.0f) - fragment_unnamed_264; precise float fragment_unnamed_273 = (-0.0f) - fragment_unnamed_265; precise float fragment_unnamed_274 = (-0.0f) - fragment_unnamed_266; precise float fragment_unnamed_282 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_284 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_285 = (-0.0f) - fragment_unnamed_207; precise float fragment_unnamed_286 = (-0.0f) - fragment_unnamed_208; precise float fragment_unnamed_287 = fragment_unnamed_285 + fragment_unnamed_282; precise float fragment_unnamed_288 = fragment_unnamed_286 + fragment_unnamed_284; float fragment_unnamed_305 = asfloat(((((0.5f < abs(fragment_unnamed_288)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_287)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_306 = mad(fragment_unnamed_305, mad(fragment_unnamed_69, fragment_unnamed_271, fragment_unnamed_272), fragment_unnamed_264); float fragment_unnamed_307 = mad(fragment_unnamed_305, mad(fragment_unnamed_70, fragment_unnamed_271, fragment_unnamed_273), fragment_unnamed_265); float fragment_unnamed_308 = mad(fragment_unnamed_305, mad(fragment_unnamed_71, fragment_unnamed_271, fragment_unnamed_274), fragment_unnamed_266); precise float fragment_unnamed_312 = (-0.0f) - dot(float3(fragment_unnamed_306, fragment_unnamed_307, fragment_unnamed_308), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); precise float fragment_unnamed_313 = fragment_unnamed_312 + 1.0f; precise float fragment_unnamed_314 = 1.0f / fragment_unnamed_313; precise float fragment_unnamed_315 = fragment_unnamed_314 * fragment_unnamed_306; precise float fragment_unnamed_316 = fragment_unnamed_314 * fragment_unnamed_307; precise float fragment_unnamed_317 = fragment_unnamed_314 * fragment_unnamed_308; fragment_output_0.x = max(fragment_unnamed_315, 0.0f); fragment_output_0.y = max(fragment_unnamed_316, 0.0f); fragment_output_0.z = max(fragment_unnamed_317, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "TemporalAA - Accumulate - Quality Medium" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 167960 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_58 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_60 = fragment_unnamed_58 + 1.0f; float fragment_unnamed_63 = min(fragment_unnamed_60, 1.0f); float fragment_unnamed_73 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_74 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_76 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_77 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); precise float fragment_unnamed_84 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_85 = fragment_unnamed_84 + 1.0f; float fragment_unnamed_90 = min(fragment_unnamed_85, fragment_unnamed_63); float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_102 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_104 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_105 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); precise float fragment_unnamed_112 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_113 = fragment_unnamed_112 + 1.0f; bool fragment_unnamed_114 = fragment_unnamed_113 < fragment_unnamed_90; float fragment_unnamed_116 = min(fragment_unnamed_113, fragment_unnamed_90); precise float fragment_unnamed_126 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_127 = fragment_unnamed_126 + 1.0f; bool fragment_unnamed_128 = fragment_unnamed_127 < fragment_unnamed_116; float fragment_unnamed_129 = min(fragment_unnamed_127, fragment_unnamed_116); precise float fragment_unnamed_138 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_139 = fragment_unnamed_138 + 1.0f; bool fragment_unnamed_140 = fragment_unnamed_139 < fragment_unnamed_129; float fragment_unnamed_141 = min(fragment_unnamed_139, fragment_unnamed_129); precise float fragment_unnamed_151 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_153 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_154 = fragment_input_1.x + fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_input_1.y + fragment_unnamed_153; float4 fragment_unnamed_166 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_168 = fragment_unnamed_166.x; precise float fragment_unnamed_171 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_172 = fragment_unnamed_171 + 1.0f; bool fragment_unnamed_173 = fragment_unnamed_172 < fragment_unnamed_141; float fragment_unnamed_175 = min(fragment_unnamed_172, fragment_unnamed_141); float fragment_unnamed_185 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_186 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_187 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_188 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); precise float fragment_unnamed_195 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_196 = fragment_unnamed_195 + 1.0f; bool fragment_unnamed_197 = fragment_unnamed_196 < fragment_unnamed_175; float fragment_unnamed_199 = min(fragment_unnamed_196, fragment_unnamed_175); precise float fragment_unnamed_210 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_211 = fragment_unnamed_210 + 1.0f; bool fragment_unnamed_212 = fragment_unnamed_211 < fragment_unnamed_199; precise float fragment_unnamed_224 = fragment_input_1.x + fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_225 = fragment_input_1.y + fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_235 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_237 = fragment_unnamed_235.x; precise float fragment_unnamed_240 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_241 = fragment_unnamed_240 + 1.0f; bool fragment_unnamed_242 = fragment_unnamed_241 < min(fragment_unnamed_211, fragment_unnamed_199); float4 fragment_unnamed_264 = _TaaMotionVectorTex.SampleBias(S1, float2(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_242 ? 1065353216u : (fragment_unnamed_212 ? 3212836864u : (fragment_unnamed_197 ? 1065353216u : (fragment_unnamed_173 ? 3212836864u : (fragment_unnamed_140 ? 0u : (fragment_unnamed_128 ? 3212836864u : (fragment_unnamed_114 ? 0u : (((fragment_unnamed_85 < fragment_unnamed_63) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_242 ? 4294967295u : 0u) | (fragment_unnamed_212 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_173 ? 4294967295u : 0u) | (fragment_unnamed_197 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_140 ? 1065353216u : (fragment_unnamed_128 ? 0u : ((fragment_unnamed_114 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_268 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_269 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_274 = fragment_unnamed_268 + fragment_input_1.x; precise float fragment_unnamed_275 = fragment_unnamed_269 + fragment_input_1.y; float4 fragment_unnamed_280 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_274, fragment_unnamed_275), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_282 = fragment_unnamed_280.x; precise float fragment_unnamed_290 = dot(float2(fragment_unnamed_282, fragment_unnamed_280.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_301 = dot(float3(fragment_unnamed_282, fragment_unnamed_280.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_305 = dot(float2(fragment_unnamed_237, fragment_unnamed_235.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_309 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_312 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_316 = dot(float2(fragment_unnamed_168, fragment_unnamed_166.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_320 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_323 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_327 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_329 = fragment_unnamed_327.x; float4 fragment_unnamed_335 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_337 = fragment_unnamed_335.x; precise float fragment_unnamed_343 = dot(float2(fragment_unnamed_329, fragment_unnamed_327.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_347 = dot(float3(fragment_unnamed_329, fragment_unnamed_327.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_350 = dot(float3(fragment_unnamed_329, fragment_unnamed_327.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_354 = dot(float2(fragment_unnamed_337, fragment_unnamed_335.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_358 = dot(float3(fragment_unnamed_337, fragment_unnamed_335.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_361 = dot(float3(fragment_unnamed_337, fragment_unnamed_335.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_365 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_367 = fragment_unnamed_365.x; float4 fragment_unnamed_373 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_375 = fragment_unnamed_373.x; precise float fragment_unnamed_381 = dot(float2(fragment_unnamed_367, fragment_unnamed_365.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_385 = dot(float3(fragment_unnamed_367, fragment_unnamed_365.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_388 = dot(float3(fragment_unnamed_367, fragment_unnamed_365.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_392 = dot(float2(fragment_unnamed_375, fragment_unnamed_373.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_396 = dot(float3(fragment_unnamed_375, fragment_unnamed_373.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_399 = dot(float3(fragment_unnamed_375, fragment_unnamed_373.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_400 = fragment_unnamed_396 * fragment_unnamed_396; precise float fragment_unnamed_401 = fragment_unnamed_392 * fragment_unnamed_392; precise float fragment_unnamed_402 = fragment_unnamed_399 * fragment_unnamed_399; float4 fragment_unnamed_410 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_412 = fragment_unnamed_410.x; precise float fragment_unnamed_418 = dot(float2(fragment_unnamed_412, fragment_unnamed_410.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_422 = dot(float3(fragment_unnamed_412, fragment_unnamed_410.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_425 = dot(float3(fragment_unnamed_412, fragment_unnamed_410.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_444 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_446 = fragment_unnamed_444.x; float4 fragment_unnamed_452 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_454 = fragment_unnamed_452.x; precise float fragment_unnamed_460 = dot(float2(fragment_unnamed_446, fragment_unnamed_444.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_464 = dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_467 = dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_474 = dot(float2(fragment_unnamed_454, fragment_unnamed_452.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_478 = dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_481 = dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_488 = fragment_unnamed_396 + fragment_unnamed_422; precise float fragment_unnamed_489 = fragment_unnamed_392 + fragment_unnamed_418; precise float fragment_unnamed_490 = fragment_unnamed_399 + fragment_unnamed_425; precise float fragment_unnamed_491 = fragment_unnamed_385 + fragment_unnamed_488; precise float fragment_unnamed_492 = fragment_unnamed_381 + fragment_unnamed_489; precise float fragment_unnamed_493 = fragment_unnamed_388 + fragment_unnamed_490; precise float fragment_unnamed_494 = fragment_unnamed_358 + fragment_unnamed_491; precise float fragment_unnamed_495 = fragment_unnamed_354 + fragment_unnamed_492; precise float fragment_unnamed_496 = fragment_unnamed_361 + fragment_unnamed_493; precise float fragment_unnamed_497 = fragment_unnamed_347 + fragment_unnamed_494; precise float fragment_unnamed_498 = fragment_unnamed_343 + fragment_unnamed_495; precise float fragment_unnamed_499 = fragment_unnamed_350 + fragment_unnamed_496; precise float fragment_unnamed_500 = fragment_unnamed_320 + fragment_unnamed_497; precise float fragment_unnamed_501 = fragment_unnamed_316 + fragment_unnamed_498; precise float fragment_unnamed_502 = fragment_unnamed_323 + fragment_unnamed_499; precise float fragment_unnamed_503 = fragment_unnamed_464 + fragment_unnamed_500; precise float fragment_unnamed_504 = fragment_unnamed_460 + fragment_unnamed_501; precise float fragment_unnamed_505 = fragment_unnamed_467 + fragment_unnamed_502; precise float fragment_unnamed_506 = fragment_unnamed_478 + fragment_unnamed_503; precise float fragment_unnamed_507 = fragment_unnamed_474 + fragment_unnamed_504; precise float fragment_unnamed_508 = fragment_unnamed_481 + fragment_unnamed_505; precise float fragment_unnamed_509 = fragment_unnamed_309 + fragment_unnamed_506; precise float fragment_unnamed_510 = fragment_unnamed_305 + fragment_unnamed_507; precise float fragment_unnamed_511 = fragment_unnamed_312 + fragment_unnamed_508; precise float fragment_unnamed_512 = fragment_unnamed_509 * 0.111111111938953399658203125f; precise float fragment_unnamed_514 = fragment_unnamed_510 * 0.111111111938953399658203125f; precise float fragment_unnamed_515 = fragment_unnamed_511 * 0.111111111938953399658203125f; precise float fragment_unnamed_516 = fragment_unnamed_512 * fragment_unnamed_512; precise float fragment_unnamed_517 = fragment_unnamed_514 * fragment_unnamed_514; precise float fragment_unnamed_518 = fragment_unnamed_515 * fragment_unnamed_515; precise float fragment_unnamed_519 = (-0.0f) - fragment_unnamed_516; precise float fragment_unnamed_520 = (-0.0f) - fragment_unnamed_517; precise float fragment_unnamed_521 = (-0.0f) - fragment_unnamed_518; precise float fragment_unnamed_535 = sqrt(abs(mad(mad(fragment_unnamed_309, fragment_unnamed_309, mad(fragment_unnamed_478, fragment_unnamed_478, mad(fragment_unnamed_464, fragment_unnamed_464, mad(fragment_unnamed_320, fragment_unnamed_320, mad(fragment_unnamed_347, fragment_unnamed_347, mad(fragment_unnamed_358, fragment_unnamed_358, mad(fragment_unnamed_385, fragment_unnamed_385, mad(fragment_unnamed_422, fragment_unnamed_422, fragment_unnamed_400)))))))), 0.111111111938953399658203125f, fragment_unnamed_519))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_536 = sqrt(abs(mad(mad(fragment_unnamed_305, fragment_unnamed_305, mad(fragment_unnamed_474, fragment_unnamed_474, mad(fragment_unnamed_460, fragment_unnamed_460, mad(fragment_unnamed_316, fragment_unnamed_316, mad(fragment_unnamed_343, fragment_unnamed_343, mad(fragment_unnamed_354, fragment_unnamed_354, mad(fragment_unnamed_381, fragment_unnamed_381, mad(fragment_unnamed_418, fragment_unnamed_418, fragment_unnamed_401)))))))), 0.111111111938953399658203125f, fragment_unnamed_520))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_537 = sqrt(abs(mad(mad(fragment_unnamed_312, fragment_unnamed_312, mad(fragment_unnamed_481, fragment_unnamed_481, mad(fragment_unnamed_467, fragment_unnamed_467, mad(fragment_unnamed_323, fragment_unnamed_323, mad(fragment_unnamed_350, fragment_unnamed_350, mad(fragment_unnamed_361, fragment_unnamed_361, mad(fragment_unnamed_388, fragment_unnamed_388, mad(fragment_unnamed_425, fragment_unnamed_425, fragment_unnamed_402)))))))), 0.111111111938953399658203125f, fragment_unnamed_521))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_538 = (-0.0f) - fragment_unnamed_535; precise float fragment_unnamed_539 = (-0.0f) - fragment_unnamed_536; precise float fragment_unnamed_540 = (-0.0f) - fragment_unnamed_537; float fragment_unnamed_604 = min(min(mad(fragment_unnamed_509, 0.111111111938953399658203125f, fragment_unnamed_535), max(max(max(max(max(max(max(max(fragment_unnamed_396, fragment_unnamed_422), fragment_unnamed_385), fragment_unnamed_358), fragment_unnamed_347), fragment_unnamed_320), fragment_unnamed_464), fragment_unnamed_478), fragment_unnamed_309)), max(max(mad(fragment_unnamed_509, 0.111111111938953399658203125f, fragment_unnamed_538), min(min(min(min(min(min(fragment_unnamed_358, min(min(fragment_unnamed_396, fragment_unnamed_422), fragment_unnamed_385)), fragment_unnamed_347), fragment_unnamed_320), fragment_unnamed_464), fragment_unnamed_478), fragment_unnamed_309)), dot(float3(fragment_unnamed_282, fragment_unnamed_280.zy), float3(0.25f, 0.25f, 0.5f)))); precise float fragment_unnamed_607 = fragment_unnamed_604 + 1.0f; precise float fragment_unnamed_608 = 1.0f / fragment_unnamed_607; precise float fragment_unnamed_609 = fragment_unnamed_608 * fragment_unnamed_604; precise float fragment_unnamed_610 = fragment_unnamed_608 * min(min(mad(fragment_unnamed_510, 0.111111111938953399658203125f, fragment_unnamed_536), max(max(max(max(max(max(max(max(fragment_unnamed_392, fragment_unnamed_418), fragment_unnamed_381), fragment_unnamed_354), fragment_unnamed_343), fragment_unnamed_316), fragment_unnamed_460), fragment_unnamed_474), fragment_unnamed_305)), max(max(mad(fragment_unnamed_510, 0.111111111938953399658203125f, fragment_unnamed_539), min(min(min(min(min(min(fragment_unnamed_354, min(min(fragment_unnamed_392, fragment_unnamed_418), fragment_unnamed_381)), fragment_unnamed_343), fragment_unnamed_316), fragment_unnamed_460), fragment_unnamed_474), fragment_unnamed_305)), fragment_unnamed_290)); precise float fragment_unnamed_611 = fragment_unnamed_608 * min(min(mad(fragment_unnamed_511, 0.111111111938953399658203125f, fragment_unnamed_537), max(max(max(max(max(max(max(max(fragment_unnamed_399, fragment_unnamed_425), fragment_unnamed_388), fragment_unnamed_361), fragment_unnamed_350), fragment_unnamed_323), fragment_unnamed_467), fragment_unnamed_481), fragment_unnamed_312)), max(max(mad(fragment_unnamed_511, 0.111111111938953399658203125f, fragment_unnamed_540), min(min(min(min(min(min(fragment_unnamed_361, min(min(fragment_unnamed_399, fragment_unnamed_425), fragment_unnamed_388)), fragment_unnamed_350), fragment_unnamed_323), fragment_unnamed_467), fragment_unnamed_481), fragment_unnamed_312)), fragment_unnamed_301)); precise float fragment_unnamed_612 = fragment_unnamed_422 + 1.0f; precise float fragment_unnamed_613 = 1.0f / fragment_unnamed_612; precise float fragment_unnamed_614 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_615 = (-0.0f) - fragment_unnamed_610; precise float fragment_unnamed_616 = (-0.0f) - fragment_unnamed_611; precise float fragment_unnamed_624 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_625 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_626 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_627 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_624; precise float fragment_unnamed_629 = fragment_unnamed_627 + fragment_unnamed_625; float fragment_unnamed_644 = asfloat(((((0.5f < abs(fragment_unnamed_629)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_628)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_645 = mad(fragment_unnamed_644, mad(fragment_unnamed_422, fragment_unnamed_613, fragment_unnamed_614), fragment_unnamed_609); precise float fragment_unnamed_648 = (-0.0f) - fragment_unnamed_645; precise float fragment_unnamed_649 = fragment_unnamed_648 + 1.0f; precise float fragment_unnamed_650 = 1.0f / fragment_unnamed_649; float fragment_unnamed_651 = mad(mad(fragment_unnamed_644, mad(fragment_unnamed_425, fragment_unnamed_613, fragment_unnamed_616), fragment_unnamed_611), fragment_unnamed_650, -0.501960813999176025390625f); float fragment_unnamed_653 = mad(mad(fragment_unnamed_644, mad(fragment_unnamed_418, fragment_unnamed_613, fragment_unnamed_615), fragment_unnamed_610), fragment_unnamed_650, -0.501960813999176025390625f); precise float fragment_unnamed_654 = (-0.0f) - fragment_unnamed_653; precise float fragment_unnamed_658 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_659 = fragment_unnamed_658 + mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_654); precise float fragment_unnamed_660 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_661 = fragment_unnamed_660 + mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_653); fragment_output_0.x = max(fragment_unnamed_661, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_651), 0.0f); fragment_output_0.z = max(fragment_unnamed_659, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_69 = fragment_unnamed_67.x; precise float fragment_unnamed_72 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_74 = fragment_unnamed_72 + 1.0f; float fragment_unnamed_77 = min(fragment_unnamed_74, 1.0f); float fragment_unnamed_87 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_89 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_90 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_91 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; precise float fragment_unnamed_106 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_107 = fragment_unnamed_106 + 1.0f; float fragment_unnamed_112 = min(fragment_unnamed_77, fragment_unnamed_107); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_126 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_127 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_137 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_139 = fragment_unnamed_137.x; precise float fragment_unnamed_142 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_143 = fragment_unnamed_142 + 1.0f; bool fragment_unnamed_144 = fragment_unnamed_143 < fragment_unnamed_112; float fragment_unnamed_146 = min(fragment_unnamed_143, fragment_unnamed_112); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; precise float fragment_unnamed_164 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_165 = fragment_unnamed_164 + 1.0f; bool fragment_unnamed_166 = fragment_unnamed_165 < fragment_unnamed_146; float fragment_unnamed_167 = min(fragment_unnamed_165, fragment_unnamed_146); float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; precise float fragment_unnamed_184 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_185 = fragment_unnamed_184 + 1.0f; bool fragment_unnamed_186 = fragment_unnamed_185 < fragment_unnamed_167; float fragment_unnamed_187 = min(fragment_unnamed_185, fragment_unnamed_167); precise float fragment_unnamed_197 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_199 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_200 = fragment_input_1.x + fragment_unnamed_197; precise float fragment_unnamed_201 = fragment_input_1.y + fragment_unnamed_199; float4 fragment_unnamed_211 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_213 = fragment_unnamed_211.x; precise float fragment_unnamed_216 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_217 = fragment_unnamed_216 + 1.0f; bool fragment_unnamed_218 = fragment_unnamed_217 < fragment_unnamed_187; float fragment_unnamed_220 = min(fragment_unnamed_217, fragment_unnamed_187); float fragment_unnamed_230 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_231 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_232 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_233 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float4 fragment_unnamed_243 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_245 = fragment_unnamed_243.x; precise float fragment_unnamed_248 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_249 = fragment_unnamed_248 + 1.0f; bool fragment_unnamed_250 = fragment_unnamed_249 < fragment_unnamed_220; float fragment_unnamed_252 = min(fragment_unnamed_249, fragment_unnamed_220); float4 fragment_unnamed_266 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_268 = fragment_unnamed_266.x; precise float fragment_unnamed_271 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_272 = fragment_unnamed_271 + 1.0f; bool fragment_unnamed_273 = fragment_unnamed_272 < fragment_unnamed_252; precise float fragment_unnamed_285 = fragment_input_1.x + fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_286 = fragment_input_1.y + fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_298 = fragment_unnamed_296.x; precise float fragment_unnamed_301 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_302 = fragment_unnamed_301 + 1.0f; bool fragment_unnamed_303 = fragment_unnamed_302 < min(fragment_unnamed_272, fragment_unnamed_252); float4 fragment_unnamed_325 = _TaaMotionVectorTex.SampleBias(S1, float3(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_303 ? 1065353216u : (fragment_unnamed_273 ? 3212836864u : (fragment_unnamed_250 ? 1065353216u : (fragment_unnamed_218 ? 3212836864u : (fragment_unnamed_186 ? 0u : (fragment_unnamed_166 ? 3212836864u : (fragment_unnamed_144 ? 0u : (((fragment_unnamed_107 < fragment_unnamed_77) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_303 ? 4294967295u : 0u) | (fragment_unnamed_273 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_250 ? 4294967295u : 0u) | (fragment_unnamed_218 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_186 ? 1065353216u : (fragment_unnamed_166 ? 0u : ((fragment_unnamed_144 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_330 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_335 = fragment_unnamed_329 + fragment_input_1.x; precise float fragment_unnamed_336 = fragment_unnamed_330 + fragment_input_1.y; float4 fragment_unnamed_341 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_335, fragment_unnamed_336, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_343 = fragment_unnamed_341.x; precise float fragment_unnamed_351 = dot(float2(fragment_unnamed_343, fragment_unnamed_341.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_361 = dot(float3(fragment_unnamed_343, fragment_unnamed_341.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_365 = dot(float2(fragment_unnamed_298, fragment_unnamed_296.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_369 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_372 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_376 = dot(float2(fragment_unnamed_268, fragment_unnamed_266.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_380 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_383 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_387 = dot(float2(fragment_unnamed_245, fragment_unnamed_243.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_391 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_394 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_398 = dot(float2(fragment_unnamed_213, fragment_unnamed_211.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_402 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_405 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_409 = dot(float2(fragment_unnamed_181, fragment_unnamed_179.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_413 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_416 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_420 = dot(float2(fragment_unnamed_103, fragment_unnamed_101.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_424 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_427 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_431 = dot(float2(fragment_unnamed_161, fragment_unnamed_159.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_435 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_438 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_442 = dot(float2(fragment_unnamed_139, fragment_unnamed_137.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_446 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_449 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_450 = fragment_unnamed_446 * fragment_unnamed_446; precise float fragment_unnamed_451 = fragment_unnamed_442 * fragment_unnamed_442; precise float fragment_unnamed_452 = fragment_unnamed_449 * fragment_unnamed_449; precise float fragment_unnamed_456 = dot(float2(fragment_unnamed_69, fragment_unnamed_67.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_460 = dot(float3(fragment_unnamed_69, fragment_unnamed_67.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_463 = dot(float3(fragment_unnamed_69, fragment_unnamed_67.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_488 = fragment_unnamed_446 + fragment_unnamed_460; precise float fragment_unnamed_489 = fragment_unnamed_442 + fragment_unnamed_456; precise float fragment_unnamed_490 = fragment_unnamed_449 + fragment_unnamed_463; precise float fragment_unnamed_491 = fragment_unnamed_435 + fragment_unnamed_488; precise float fragment_unnamed_492 = fragment_unnamed_431 + fragment_unnamed_489; precise float fragment_unnamed_493 = fragment_unnamed_438 + fragment_unnamed_490; precise float fragment_unnamed_494 = fragment_unnamed_424 + fragment_unnamed_491; precise float fragment_unnamed_495 = fragment_unnamed_420 + fragment_unnamed_492; precise float fragment_unnamed_496 = fragment_unnamed_427 + fragment_unnamed_493; precise float fragment_unnamed_497 = fragment_unnamed_413 + fragment_unnamed_494; precise float fragment_unnamed_498 = fragment_unnamed_409 + fragment_unnamed_495; precise float fragment_unnamed_499 = fragment_unnamed_416 + fragment_unnamed_496; precise float fragment_unnamed_500 = fragment_unnamed_402 + fragment_unnamed_497; precise float fragment_unnamed_501 = fragment_unnamed_398 + fragment_unnamed_498; precise float fragment_unnamed_502 = fragment_unnamed_405 + fragment_unnamed_499; precise float fragment_unnamed_503 = fragment_unnamed_391 + fragment_unnamed_500; precise float fragment_unnamed_504 = fragment_unnamed_387 + fragment_unnamed_501; precise float fragment_unnamed_505 = fragment_unnamed_394 + fragment_unnamed_502; precise float fragment_unnamed_506 = fragment_unnamed_380 + fragment_unnamed_503; precise float fragment_unnamed_507 = fragment_unnamed_376 + fragment_unnamed_504; precise float fragment_unnamed_508 = fragment_unnamed_383 + fragment_unnamed_505; precise float fragment_unnamed_509 = fragment_unnamed_369 + fragment_unnamed_506; precise float fragment_unnamed_510 = fragment_unnamed_365 + fragment_unnamed_507; precise float fragment_unnamed_511 = fragment_unnamed_372 + fragment_unnamed_508; precise float fragment_unnamed_512 = fragment_unnamed_509 * 0.111111111938953399658203125f; precise float fragment_unnamed_514 = fragment_unnamed_510 * 0.111111111938953399658203125f; precise float fragment_unnamed_515 = fragment_unnamed_511 * 0.111111111938953399658203125f; precise float fragment_unnamed_516 = fragment_unnamed_512 * fragment_unnamed_512; precise float fragment_unnamed_517 = fragment_unnamed_514 * fragment_unnamed_514; precise float fragment_unnamed_518 = fragment_unnamed_515 * fragment_unnamed_515; precise float fragment_unnamed_519 = (-0.0f) - fragment_unnamed_516; precise float fragment_unnamed_520 = (-0.0f) - fragment_unnamed_517; precise float fragment_unnamed_521 = (-0.0f) - fragment_unnamed_518; precise float fragment_unnamed_535 = sqrt(abs(mad(mad(fragment_unnamed_369, fragment_unnamed_369, mad(fragment_unnamed_380, fragment_unnamed_380, mad(fragment_unnamed_391, fragment_unnamed_391, mad(fragment_unnamed_402, fragment_unnamed_402, mad(fragment_unnamed_413, fragment_unnamed_413, mad(fragment_unnamed_424, fragment_unnamed_424, mad(fragment_unnamed_435, fragment_unnamed_435, mad(fragment_unnamed_460, fragment_unnamed_460, fragment_unnamed_450)))))))), 0.111111111938953399658203125f, fragment_unnamed_519))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_536 = sqrt(abs(mad(mad(fragment_unnamed_365, fragment_unnamed_365, mad(fragment_unnamed_376, fragment_unnamed_376, mad(fragment_unnamed_387, fragment_unnamed_387, mad(fragment_unnamed_398, fragment_unnamed_398, mad(fragment_unnamed_409, fragment_unnamed_409, mad(fragment_unnamed_420, fragment_unnamed_420, mad(fragment_unnamed_431, fragment_unnamed_431, mad(fragment_unnamed_456, fragment_unnamed_456, fragment_unnamed_451)))))))), 0.111111111938953399658203125f, fragment_unnamed_520))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_537 = sqrt(abs(mad(mad(fragment_unnamed_372, fragment_unnamed_372, mad(fragment_unnamed_383, fragment_unnamed_383, mad(fragment_unnamed_394, fragment_unnamed_394, mad(fragment_unnamed_405, fragment_unnamed_405, mad(fragment_unnamed_416, fragment_unnamed_416, mad(fragment_unnamed_427, fragment_unnamed_427, mad(fragment_unnamed_438, fragment_unnamed_438, mad(fragment_unnamed_463, fragment_unnamed_463, fragment_unnamed_452)))))))), 0.111111111938953399658203125f, fragment_unnamed_521))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_538 = (-0.0f) - fragment_unnamed_535; precise float fragment_unnamed_539 = (-0.0f) - fragment_unnamed_536; precise float fragment_unnamed_540 = (-0.0f) - fragment_unnamed_537; float fragment_unnamed_604 = min(max(max(mad(fragment_unnamed_509, 0.111111111938953399658203125f, fragment_unnamed_538), min(fragment_unnamed_369, min(min(min(min(min(min(fragment_unnamed_435, min(fragment_unnamed_446, fragment_unnamed_460)), fragment_unnamed_424), fragment_unnamed_413), fragment_unnamed_402), fragment_unnamed_391), fragment_unnamed_380))), dot(float3(fragment_unnamed_343, fragment_unnamed_341.zy), float3(0.25f, 0.25f, 0.5f))), min(mad(fragment_unnamed_509, 0.111111111938953399658203125f, fragment_unnamed_535), max(fragment_unnamed_369, max(max(max(max(max(max(max(fragment_unnamed_446, fragment_unnamed_460), fragment_unnamed_435), fragment_unnamed_424), fragment_unnamed_413), fragment_unnamed_402), fragment_unnamed_391), fragment_unnamed_380)))); precise float fragment_unnamed_607 = fragment_unnamed_604 + 1.0f; precise float fragment_unnamed_608 = 1.0f / fragment_unnamed_607; precise float fragment_unnamed_609 = fragment_unnamed_608 * fragment_unnamed_604; precise float fragment_unnamed_610 = fragment_unnamed_608 * min(max(max(mad(fragment_unnamed_510, 0.111111111938953399658203125f, fragment_unnamed_539), min(fragment_unnamed_365, min(min(min(min(min(min(fragment_unnamed_431, min(fragment_unnamed_442, fragment_unnamed_456)), fragment_unnamed_420), fragment_unnamed_409), fragment_unnamed_398), fragment_unnamed_387), fragment_unnamed_376))), fragment_unnamed_351), min(mad(fragment_unnamed_510, 0.111111111938953399658203125f, fragment_unnamed_536), max(fragment_unnamed_365, max(max(max(max(max(max(max(fragment_unnamed_442, fragment_unnamed_456), fragment_unnamed_431), fragment_unnamed_420), fragment_unnamed_409), fragment_unnamed_398), fragment_unnamed_387), fragment_unnamed_376)))); precise float fragment_unnamed_611 = fragment_unnamed_608 * min(max(max(mad(fragment_unnamed_511, 0.111111111938953399658203125f, fragment_unnamed_540), min(fragment_unnamed_372, min(min(min(min(min(min(fragment_unnamed_438, min(fragment_unnamed_449, fragment_unnamed_463)), fragment_unnamed_427), fragment_unnamed_416), fragment_unnamed_405), fragment_unnamed_394), fragment_unnamed_383))), fragment_unnamed_361), min(mad(fragment_unnamed_511, 0.111111111938953399658203125f, fragment_unnamed_537), max(fragment_unnamed_372, max(max(max(max(max(max(max(fragment_unnamed_449, fragment_unnamed_463), fragment_unnamed_438), fragment_unnamed_427), fragment_unnamed_416), fragment_unnamed_405), fragment_unnamed_394), fragment_unnamed_383)))); precise float fragment_unnamed_612 = fragment_unnamed_460 + 1.0f; precise float fragment_unnamed_613 = 1.0f / fragment_unnamed_612; precise float fragment_unnamed_614 = (-0.0f) - fragment_unnamed_609; precise float fragment_unnamed_615 = (-0.0f) - fragment_unnamed_610; precise float fragment_unnamed_616 = (-0.0f) - fragment_unnamed_611; precise float fragment_unnamed_624 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_625 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_626 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_627 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_628 = fragment_unnamed_626 + fragment_unnamed_624; precise float fragment_unnamed_629 = fragment_unnamed_627 + fragment_unnamed_625; float fragment_unnamed_644 = asfloat(((((0.5f < abs(fragment_unnamed_629)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_628)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_645 = mad(fragment_unnamed_644, mad(fragment_unnamed_460, fragment_unnamed_613, fragment_unnamed_614), fragment_unnamed_609); precise float fragment_unnamed_648 = (-0.0f) - fragment_unnamed_645; precise float fragment_unnamed_649 = fragment_unnamed_648 + 1.0f; precise float fragment_unnamed_650 = 1.0f / fragment_unnamed_649; float fragment_unnamed_651 = mad(mad(fragment_unnamed_644, mad(fragment_unnamed_463, fragment_unnamed_613, fragment_unnamed_616), fragment_unnamed_611), fragment_unnamed_650, -0.501960813999176025390625f); float fragment_unnamed_653 = mad(mad(fragment_unnamed_644, mad(fragment_unnamed_456, fragment_unnamed_613, fragment_unnamed_615), fragment_unnamed_610), fragment_unnamed_650, -0.501960813999176025390625f); precise float fragment_unnamed_654 = (-0.0f) - fragment_unnamed_653; precise float fragment_unnamed_658 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_659 = fragment_unnamed_658 + mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_654); precise float fragment_unnamed_660 = (-0.0f) - fragment_unnamed_651; precise float fragment_unnamed_661 = fragment_unnamed_660 + mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_653); fragment_output_0.x = max(fragment_unnamed_661, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_645, fragment_unnamed_650, fragment_unnamed_651), 0.0f); fragment_output_0.z = max(fragment_unnamed_659, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "TemporalAA - Accumulate - Quality High" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 216444 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_58 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_60 = fragment_unnamed_58 + 1.0f; float fragment_unnamed_63 = min(fragment_unnamed_60, 1.0f); float fragment_unnamed_73 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_74 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_76 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_77 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); precise float fragment_unnamed_84 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_85 = fragment_unnamed_84 + 1.0f; float fragment_unnamed_90 = min(fragment_unnamed_85, fragment_unnamed_63); float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_102 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_104 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_105 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); precise float fragment_unnamed_112 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_113 = fragment_unnamed_112 + 1.0f; bool fragment_unnamed_114 = fragment_unnamed_113 < fragment_unnamed_90; float fragment_unnamed_116 = min(fragment_unnamed_113, fragment_unnamed_90); precise float fragment_unnamed_126 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_127 = fragment_unnamed_126 + 1.0f; bool fragment_unnamed_128 = fragment_unnamed_127 < fragment_unnamed_116; float fragment_unnamed_129 = min(fragment_unnamed_127, fragment_unnamed_116); precise float fragment_unnamed_138 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_139 = fragment_unnamed_138 + 1.0f; bool fragment_unnamed_140 = fragment_unnamed_139 < fragment_unnamed_129; float fragment_unnamed_141 = min(fragment_unnamed_139, fragment_unnamed_129); precise float fragment_unnamed_151 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_153 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_154 = fragment_input_1.x + fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_input_1.y + fragment_unnamed_153; float4 fragment_unnamed_166 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_168 = fragment_unnamed_166.x; precise float fragment_unnamed_171 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_172 = fragment_unnamed_171 + 1.0f; bool fragment_unnamed_173 = fragment_unnamed_172 < fragment_unnamed_141; float fragment_unnamed_175 = min(fragment_unnamed_172, fragment_unnamed_141); float fragment_unnamed_185 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_186 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_187 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_188 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); precise float fragment_unnamed_195 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_196 = fragment_unnamed_195 + 1.0f; bool fragment_unnamed_197 = fragment_unnamed_196 < fragment_unnamed_175; float fragment_unnamed_199 = min(fragment_unnamed_196, fragment_unnamed_175); precise float fragment_unnamed_210 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_211 = fragment_unnamed_210 + 1.0f; bool fragment_unnamed_212 = fragment_unnamed_211 < fragment_unnamed_199; precise float fragment_unnamed_224 = fragment_input_1.x + fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_225 = fragment_input_1.y + fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_235 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_237 = fragment_unnamed_235.x; precise float fragment_unnamed_240 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_241 = fragment_unnamed_240 + 1.0f; bool fragment_unnamed_242 = fragment_unnamed_241 < min(fragment_unnamed_211, fragment_unnamed_199); float4 fragment_unnamed_264 = _TaaMotionVectorTex.SampleBias(S1, float2(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_242 ? 1065353216u : (fragment_unnamed_212 ? 3212836864u : (fragment_unnamed_197 ? 1065353216u : (fragment_unnamed_173 ? 3212836864u : (fragment_unnamed_140 ? 0u : (fragment_unnamed_128 ? 3212836864u : (fragment_unnamed_114 ? 0u : (((fragment_unnamed_85 < fragment_unnamed_63) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_242 ? 4294967295u : 0u) | (fragment_unnamed_212 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_173 ? 4294967295u : 0u) | (fragment_unnamed_197 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_140 ? 1065353216u : (fragment_unnamed_128 ? 0u : ((fragment_unnamed_114 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_268 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_269 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_274 = fragment_unnamed_268 + fragment_input_1.x; precise float fragment_unnamed_275 = fragment_unnamed_269 + fragment_input_1.y; float fragment_unnamed_283 = floor(mad(fragment_unnamed_274, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_284 = floor(mad(fragment_unnamed_275, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_285 = fragment_unnamed_283 + 0.5f; precise float fragment_unnamed_287 = fragment_unnamed_284 + 0.5f; precise float fragment_unnamed_288 = fragment_unnamed_283 + (-0.5f); precise float fragment_unnamed_289 = fragment_unnamed_284 + (-0.5f); precise float fragment_unnamed_290 = fragment_unnamed_283 + 2.5f; precise float fragment_unnamed_292 = fragment_unnamed_284 + 2.5f; precise float fragment_unnamed_297 = fragment_unnamed_290 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_298 = fragment_unnamed_292 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_285; precise float fragment_unnamed_304 = (-0.0f) - fragment_unnamed_287; float fragment_unnamed_305 = mad(fragment_unnamed_274, fragment_uniform_buffer_1[1u].z, fragment_unnamed_303); float fragment_unnamed_306 = mad(fragment_unnamed_275, fragment_uniform_buffer_1[1u].w, fragment_unnamed_304); precise float fragment_unnamed_307 = fragment_unnamed_305 * fragment_unnamed_305; precise float fragment_unnamed_308 = fragment_unnamed_306 * fragment_unnamed_306; precise float fragment_unnamed_309 = fragment_unnamed_305 * fragment_unnamed_307; precise float fragment_unnamed_310 = fragment_unnamed_306 * fragment_unnamed_308; precise float fragment_unnamed_311 = fragment_unnamed_305 * fragment_unnamed_307; precise float fragment_unnamed_312 = fragment_unnamed_306 * fragment_unnamed_308; precise float fragment_unnamed_315 = (-0.0f) - fragment_unnamed_306; precise float fragment_unnamed_316 = (-0.0f) - fragment_unnamed_305; precise float fragment_unnamed_319 = fragment_unnamed_309 * (-1.5f); precise float fragment_unnamed_321 = fragment_unnamed_310 * (-1.5f); precise float fragment_unnamed_325 = fragment_unnamed_307 * 2.5f; precise float fragment_unnamed_326 = fragment_unnamed_308 * 2.5f; precise float fragment_unnamed_327 = fragment_unnamed_307 * 0.5f; precise float fragment_unnamed_328 = fragment_unnamed_308 * 0.5f; float fragment_unnamed_329 = mad(fragment_unnamed_305, 0.5f, mad(fragment_unnamed_307, 2.0f, fragment_unnamed_319)); float fragment_unnamed_330 = mad(fragment_unnamed_306, 0.5f, mad(fragment_unnamed_308, 2.0f, fragment_unnamed_321)); precise float fragment_unnamed_331 = (-0.0f) - fragment_unnamed_326; precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_325; precise float fragment_unnamed_336 = (-0.0f) - fragment_unnamed_327; precise float fragment_unnamed_337 = (-0.0f) - fragment_unnamed_328; float fragment_unnamed_338 = mad(fragment_unnamed_311, 0.5f, fragment_unnamed_336); float fragment_unnamed_339 = mad(fragment_unnamed_312, 0.5f, fragment_unnamed_337); precise float fragment_unnamed_340 = mad(fragment_unnamed_312, 1.5f, fragment_unnamed_331) + 1.0f; precise float fragment_unnamed_341 = mad(fragment_unnamed_311, 1.5f, fragment_unnamed_332) + 1.0f; precise float fragment_unnamed_342 = fragment_unnamed_330 + fragment_unnamed_340; precise float fragment_unnamed_343 = fragment_unnamed_329 + fragment_unnamed_341; precise float fragment_unnamed_344 = fragment_unnamed_329 / fragment_unnamed_343; precise float fragment_unnamed_345 = fragment_unnamed_330 / fragment_unnamed_342; precise float fragment_unnamed_346 = fragment_unnamed_344 + fragment_unnamed_285; precise float fragment_unnamed_347 = fragment_unnamed_345 + fragment_unnamed_287; precise float fragment_unnamed_352 = fragment_unnamed_288 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_353 = fragment_unnamed_289 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_358 = fragment_unnamed_346 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_359 = fragment_unnamed_347 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_360 = mad(fragment_unnamed_315, 0.5f, mad(fragment_unnamed_312, -0.5f, fragment_unnamed_308)) * fragment_unnamed_343; precise float fragment_unnamed_361 = mad(fragment_unnamed_316, 0.5f, mad(fragment_unnamed_311, -0.5f, fragment_unnamed_307)) * fragment_unnamed_342; float4 fragment_unnamed_366 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_352, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_368 = fragment_unnamed_366.x; float4 fragment_unnamed_374 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_353), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_376 = fragment_unnamed_374.x; precise float fragment_unnamed_382 = dot(float2(fragment_unnamed_368, fragment_unnamed_366.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_393 = dot(float3(fragment_unnamed_368, fragment_unnamed_366.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_394 = fragment_unnamed_361 * dot(float3(fragment_unnamed_368, fragment_unnamed_366.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_395 = fragment_unnamed_361 * fragment_unnamed_382; precise float fragment_unnamed_396 = fragment_unnamed_361 * fragment_unnamed_393; precise float fragment_unnamed_400 = dot(float2(fragment_unnamed_376, fragment_unnamed_374.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_407 = dot(float3(fragment_unnamed_376, fragment_unnamed_374.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_411 = fragment_unnamed_361 + fragment_unnamed_360; precise float fragment_unnamed_415 = fragment_unnamed_342 * fragment_unnamed_338; precise float fragment_unnamed_416 = fragment_unnamed_343 * fragment_unnamed_339; precise float fragment_unnamed_417 = fragment_unnamed_342 * fragment_unnamed_343; precise float fragment_unnamed_418 = 1.0f / mad(fragment_unnamed_339, fragment_unnamed_343, mad(fragment_unnamed_338, fragment_unnamed_342, mad(fragment_unnamed_343, fragment_unnamed_342, fragment_unnamed_411))); float4 fragment_unnamed_422 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_424 = fragment_unnamed_422.x; precise float fragment_unnamed_430 = dot(float2(fragment_unnamed_424, fragment_unnamed_422.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_437 = dot(float3(fragment_unnamed_424, fragment_unnamed_422.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_444 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_297, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_446 = fragment_unnamed_444.x; float4 fragment_unnamed_452 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_298), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_454 = fragment_unnamed_452.x; precise float fragment_unnamed_460 = dot(float2(fragment_unnamed_446, fragment_unnamed_444.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_467 = dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_474 = dot(float2(fragment_unnamed_454, fragment_unnamed_452.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_481 = dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_485 = fragment_unnamed_418 * mad(dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_416, mad(dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_415, mad(dot(float3(fragment_unnamed_424, fragment_unnamed_422.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_417, mad(dot(float3(fragment_unnamed_376, fragment_unnamed_374.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_360, fragment_unnamed_394)))); precise float fragment_unnamed_486 = fragment_unnamed_418 * mad(fragment_unnamed_474, fragment_unnamed_416, mad(fragment_unnamed_460, fragment_unnamed_415, mad(fragment_unnamed_430, fragment_unnamed_417, mad(fragment_unnamed_400, fragment_unnamed_360, fragment_unnamed_395)))); precise float fragment_unnamed_487 = fragment_unnamed_418 * mad(fragment_unnamed_481, fragment_unnamed_416, mad(fragment_unnamed_467, fragment_unnamed_415, mad(fragment_unnamed_437, fragment_unnamed_417, mad(fragment_unnamed_407, fragment_unnamed_360, fragment_unnamed_396)))); precise float fragment_unnamed_491 = dot(float2(fragment_unnamed_237, fragment_unnamed_235.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_495 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_498 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_502 = dot(float2(fragment_unnamed_168, fragment_unnamed_166.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_506 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_509 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_513 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_515 = fragment_unnamed_513.x; float4 fragment_unnamed_521 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_523 = fragment_unnamed_521.x; precise float fragment_unnamed_529 = dot(float2(fragment_unnamed_515, fragment_unnamed_513.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_533 = dot(float3(fragment_unnamed_515, fragment_unnamed_513.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_536 = dot(float3(fragment_unnamed_515, fragment_unnamed_513.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_540 = dot(float2(fragment_unnamed_523, fragment_unnamed_521.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_544 = dot(float3(fragment_unnamed_523, fragment_unnamed_521.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_547 = dot(float3(fragment_unnamed_523, fragment_unnamed_521.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_551 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_553 = fragment_unnamed_551.x; float4 fragment_unnamed_559 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_102), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_561 = fragment_unnamed_559.x; precise float fragment_unnamed_567 = dot(float2(fragment_unnamed_553, fragment_unnamed_551.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_571 = dot(float3(fragment_unnamed_553, fragment_unnamed_551.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_574 = dot(float3(fragment_unnamed_553, fragment_unnamed_551.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_578 = dot(float2(fragment_unnamed_561, fragment_unnamed_559.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_582 = dot(float3(fragment_unnamed_561, fragment_unnamed_559.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_585 = dot(float3(fragment_unnamed_561, fragment_unnamed_559.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_586 = fragment_unnamed_582 * fragment_unnamed_582; precise float fragment_unnamed_587 = fragment_unnamed_578 * fragment_unnamed_578; precise float fragment_unnamed_588 = fragment_unnamed_585 * fragment_unnamed_585; float4 fragment_unnamed_596 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_598 = fragment_unnamed_596.x; precise float fragment_unnamed_604 = dot(float2(fragment_unnamed_598, fragment_unnamed_596.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_608 = dot(float3(fragment_unnamed_598, fragment_unnamed_596.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_611 = dot(float3(fragment_unnamed_598, fragment_unnamed_596.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_630 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_632 = fragment_unnamed_630.x; float4 fragment_unnamed_638 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_640 = fragment_unnamed_638.x; precise float fragment_unnamed_646 = dot(float2(fragment_unnamed_632, fragment_unnamed_630.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_650 = dot(float3(fragment_unnamed_632, fragment_unnamed_630.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_653 = dot(float3(fragment_unnamed_632, fragment_unnamed_630.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_660 = dot(float2(fragment_unnamed_640, fragment_unnamed_638.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_664 = dot(float3(fragment_unnamed_640, fragment_unnamed_638.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_667 = dot(float3(fragment_unnamed_640, fragment_unnamed_638.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_674 = fragment_unnamed_582 + fragment_unnamed_608; precise float fragment_unnamed_675 = fragment_unnamed_578 + fragment_unnamed_604; precise float fragment_unnamed_676 = fragment_unnamed_585 + fragment_unnamed_611; precise float fragment_unnamed_677 = fragment_unnamed_571 + fragment_unnamed_674; precise float fragment_unnamed_678 = fragment_unnamed_567 + fragment_unnamed_675; precise float fragment_unnamed_679 = fragment_unnamed_574 + fragment_unnamed_676; precise float fragment_unnamed_680 = fragment_unnamed_544 + fragment_unnamed_677; precise float fragment_unnamed_681 = fragment_unnamed_540 + fragment_unnamed_678; precise float fragment_unnamed_682 = fragment_unnamed_547 + fragment_unnamed_679; precise float fragment_unnamed_683 = fragment_unnamed_533 + fragment_unnamed_680; precise float fragment_unnamed_684 = fragment_unnamed_529 + fragment_unnamed_681; precise float fragment_unnamed_685 = fragment_unnamed_536 + fragment_unnamed_682; precise float fragment_unnamed_686 = fragment_unnamed_506 + fragment_unnamed_683; precise float fragment_unnamed_687 = fragment_unnamed_502 + fragment_unnamed_684; precise float fragment_unnamed_688 = fragment_unnamed_509 + fragment_unnamed_685; precise float fragment_unnamed_689 = fragment_unnamed_650 + fragment_unnamed_686; precise float fragment_unnamed_690 = fragment_unnamed_646 + fragment_unnamed_687; precise float fragment_unnamed_691 = fragment_unnamed_653 + fragment_unnamed_688; precise float fragment_unnamed_692 = fragment_unnamed_664 + fragment_unnamed_689; precise float fragment_unnamed_693 = fragment_unnamed_660 + fragment_unnamed_690; precise float fragment_unnamed_694 = fragment_unnamed_667 + fragment_unnamed_691; precise float fragment_unnamed_695 = fragment_unnamed_495 + fragment_unnamed_692; precise float fragment_unnamed_696 = fragment_unnamed_491 + fragment_unnamed_693; precise float fragment_unnamed_697 = fragment_unnamed_498 + fragment_unnamed_694; precise float fragment_unnamed_698 = fragment_unnamed_695 * 0.111111111938953399658203125f; precise float fragment_unnamed_700 = fragment_unnamed_696 * 0.111111111938953399658203125f; precise float fragment_unnamed_701 = fragment_unnamed_697 * 0.111111111938953399658203125f; precise float fragment_unnamed_702 = fragment_unnamed_698 * fragment_unnamed_698; precise float fragment_unnamed_703 = fragment_unnamed_700 * fragment_unnamed_700; precise float fragment_unnamed_704 = fragment_unnamed_701 * fragment_unnamed_701; precise float fragment_unnamed_705 = (-0.0f) - fragment_unnamed_702; precise float fragment_unnamed_706 = (-0.0f) - fragment_unnamed_703; precise float fragment_unnamed_707 = (-0.0f) - fragment_unnamed_704; precise float fragment_unnamed_721 = sqrt(abs(mad(mad(fragment_unnamed_495, fragment_unnamed_495, mad(fragment_unnamed_664, fragment_unnamed_664, mad(fragment_unnamed_650, fragment_unnamed_650, mad(fragment_unnamed_506, fragment_unnamed_506, mad(fragment_unnamed_533, fragment_unnamed_533, mad(fragment_unnamed_544, fragment_unnamed_544, mad(fragment_unnamed_571, fragment_unnamed_571, mad(fragment_unnamed_608, fragment_unnamed_608, fragment_unnamed_586)))))))), 0.111111111938953399658203125f, fragment_unnamed_705))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_722 = sqrt(abs(mad(mad(fragment_unnamed_491, fragment_unnamed_491, mad(fragment_unnamed_660, fragment_unnamed_660, mad(fragment_unnamed_646, fragment_unnamed_646, mad(fragment_unnamed_502, fragment_unnamed_502, mad(fragment_unnamed_529, fragment_unnamed_529, mad(fragment_unnamed_540, fragment_unnamed_540, mad(fragment_unnamed_567, fragment_unnamed_567, mad(fragment_unnamed_604, fragment_unnamed_604, fragment_unnamed_587)))))))), 0.111111111938953399658203125f, fragment_unnamed_706))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_723 = sqrt(abs(mad(mad(fragment_unnamed_498, fragment_unnamed_498, mad(fragment_unnamed_667, fragment_unnamed_667, mad(fragment_unnamed_653, fragment_unnamed_653, mad(fragment_unnamed_509, fragment_unnamed_509, mad(fragment_unnamed_536, fragment_unnamed_536, mad(fragment_unnamed_547, fragment_unnamed_547, mad(fragment_unnamed_574, fragment_unnamed_574, mad(fragment_unnamed_611, fragment_unnamed_611, fragment_unnamed_588)))))))), 0.111111111938953399658203125f, fragment_unnamed_707))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_724 = (-0.0f) - fragment_unnamed_721; precise float fragment_unnamed_725 = (-0.0f) - fragment_unnamed_722; precise float fragment_unnamed_726 = (-0.0f) - fragment_unnamed_723; float fragment_unnamed_790 = min(min(mad(fragment_unnamed_695, 0.111111111938953399658203125f, fragment_unnamed_721), max(max(max(max(max(max(max(max(fragment_unnamed_582, fragment_unnamed_608), fragment_unnamed_571), fragment_unnamed_544), fragment_unnamed_533), fragment_unnamed_506), fragment_unnamed_650), fragment_unnamed_664), fragment_unnamed_495)), max(max(mad(fragment_unnamed_695, 0.111111111938953399658203125f, fragment_unnamed_724), min(min(min(min(min(min(fragment_unnamed_544, min(min(fragment_unnamed_582, fragment_unnamed_608), fragment_unnamed_571)), fragment_unnamed_533), fragment_unnamed_506), fragment_unnamed_650), fragment_unnamed_664), fragment_unnamed_495)), fragment_unnamed_485)); precise float fragment_unnamed_793 = fragment_unnamed_790 + 1.0f; precise float fragment_unnamed_794 = 1.0f / fragment_unnamed_793; precise float fragment_unnamed_795 = fragment_unnamed_794 * fragment_unnamed_790; precise float fragment_unnamed_796 = fragment_unnamed_794 * min(min(mad(fragment_unnamed_696, 0.111111111938953399658203125f, fragment_unnamed_722), max(max(max(max(max(max(max(max(fragment_unnamed_578, fragment_unnamed_604), fragment_unnamed_567), fragment_unnamed_540), fragment_unnamed_529), fragment_unnamed_502), fragment_unnamed_646), fragment_unnamed_660), fragment_unnamed_491)), max(max(mad(fragment_unnamed_696, 0.111111111938953399658203125f, fragment_unnamed_725), min(min(min(min(min(min(fragment_unnamed_540, min(min(fragment_unnamed_578, fragment_unnamed_604), fragment_unnamed_567)), fragment_unnamed_529), fragment_unnamed_502), fragment_unnamed_646), fragment_unnamed_660), fragment_unnamed_491)), fragment_unnamed_486)); precise float fragment_unnamed_797 = fragment_unnamed_794 * min(min(mad(fragment_unnamed_697, 0.111111111938953399658203125f, fragment_unnamed_723), max(max(max(max(max(max(max(max(fragment_unnamed_585, fragment_unnamed_611), fragment_unnamed_574), fragment_unnamed_547), fragment_unnamed_536), fragment_unnamed_509), fragment_unnamed_653), fragment_unnamed_667), fragment_unnamed_498)), max(max(mad(fragment_unnamed_697, 0.111111111938953399658203125f, fragment_unnamed_726), min(min(min(min(min(min(fragment_unnamed_547, min(min(fragment_unnamed_585, fragment_unnamed_611), fragment_unnamed_574)), fragment_unnamed_536), fragment_unnamed_509), fragment_unnamed_653), fragment_unnamed_667), fragment_unnamed_498)), fragment_unnamed_487)); precise float fragment_unnamed_798 = fragment_unnamed_608 + 1.0f; precise float fragment_unnamed_799 = 1.0f / fragment_unnamed_798; precise float fragment_unnamed_800 = (-0.0f) - fragment_unnamed_795; precise float fragment_unnamed_801 = (-0.0f) - fragment_unnamed_796; precise float fragment_unnamed_802 = (-0.0f) - fragment_unnamed_797; precise float fragment_unnamed_810 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_811 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_812 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_813 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_814 = fragment_unnamed_812 + fragment_unnamed_810; precise float fragment_unnamed_815 = fragment_unnamed_813 + fragment_unnamed_811; float fragment_unnamed_830 = asfloat(((((0.5f < abs(fragment_unnamed_815)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_814)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_831 = mad(fragment_unnamed_830, mad(fragment_unnamed_608, fragment_unnamed_799, fragment_unnamed_800), fragment_unnamed_795); precise float fragment_unnamed_834 = (-0.0f) - fragment_unnamed_831; precise float fragment_unnamed_835 = fragment_unnamed_834 + 1.0f; precise float fragment_unnamed_836 = 1.0f / fragment_unnamed_835; float fragment_unnamed_837 = mad(mad(fragment_unnamed_830, mad(fragment_unnamed_611, fragment_unnamed_799, fragment_unnamed_802), fragment_unnamed_797), fragment_unnamed_836, -0.501960813999176025390625f); float fragment_unnamed_839 = mad(mad(fragment_unnamed_830, mad(fragment_unnamed_604, fragment_unnamed_799, fragment_unnamed_801), fragment_unnamed_796), fragment_unnamed_836, -0.501960813999176025390625f); precise float fragment_unnamed_840 = (-0.0f) - fragment_unnamed_839; precise float fragment_unnamed_844 = (-0.0f) - fragment_unnamed_837; precise float fragment_unnamed_845 = fragment_unnamed_844 + mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_840); precise float fragment_unnamed_846 = (-0.0f) - fragment_unnamed_837; precise float fragment_unnamed_847 = fragment_unnamed_846 + mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_839); fragment_output_0.x = max(fragment_unnamed_847, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_837), 0.0f); fragment_output_0.z = max(fragment_unnamed_845, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_69 = fragment_unnamed_67.x; precise float fragment_unnamed_72 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_74 = fragment_unnamed_72 + 1.0f; float fragment_unnamed_77 = min(fragment_unnamed_74, 1.0f); float fragment_unnamed_87 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_89 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_90 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_91 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; precise float fragment_unnamed_106 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_107 = fragment_unnamed_106 + 1.0f; float fragment_unnamed_112 = min(fragment_unnamed_77, fragment_unnamed_107); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_126 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_127 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_137 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_139 = fragment_unnamed_137.x; precise float fragment_unnamed_142 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_143 = fragment_unnamed_142 + 1.0f; bool fragment_unnamed_144 = fragment_unnamed_143 < fragment_unnamed_112; float fragment_unnamed_146 = min(fragment_unnamed_143, fragment_unnamed_112); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; precise float fragment_unnamed_164 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_165 = fragment_unnamed_164 + 1.0f; bool fragment_unnamed_166 = fragment_unnamed_165 < fragment_unnamed_146; float fragment_unnamed_167 = min(fragment_unnamed_165, fragment_unnamed_146); float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; precise float fragment_unnamed_184 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_89, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_185 = fragment_unnamed_184 + 1.0f; bool fragment_unnamed_186 = fragment_unnamed_185 < fragment_unnamed_167; float fragment_unnamed_187 = min(fragment_unnamed_185, fragment_unnamed_167); precise float fragment_unnamed_197 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_199 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_200 = fragment_input_1.x + fragment_unnamed_197; precise float fragment_unnamed_201 = fragment_input_1.y + fragment_unnamed_199; float4 fragment_unnamed_211 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_213 = fragment_unnamed_211.x; precise float fragment_unnamed_216 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_217 = fragment_unnamed_216 + 1.0f; bool fragment_unnamed_218 = fragment_unnamed_217 < fragment_unnamed_187; float fragment_unnamed_220 = min(fragment_unnamed_217, fragment_unnamed_187); float fragment_unnamed_230 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_231 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_232 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_233 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float4 fragment_unnamed_243 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_233, fragment_unnamed_232, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_245 = fragment_unnamed_243.x; precise float fragment_unnamed_248 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_233, fragment_unnamed_232, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_249 = fragment_unnamed_248 + 1.0f; bool fragment_unnamed_250 = fragment_unnamed_249 < fragment_unnamed_220; float fragment_unnamed_252 = min(fragment_unnamed_249, fragment_unnamed_220); float4 fragment_unnamed_266 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_268 = fragment_unnamed_266.x; precise float fragment_unnamed_271 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_272 = fragment_unnamed_271 + 1.0f; bool fragment_unnamed_273 = fragment_unnamed_272 < fragment_unnamed_252; precise float fragment_unnamed_285 = fragment_input_1.x + fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_286 = fragment_input_1.y + fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_298 = fragment_unnamed_296.x; precise float fragment_unnamed_301 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_302 = fragment_unnamed_301 + 1.0f; bool fragment_unnamed_303 = fragment_unnamed_302 < min(fragment_unnamed_272, fragment_unnamed_252); float4 fragment_unnamed_325 = _TaaMotionVectorTex.SampleBias(S1, float3(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_303 ? 1065353216u : (fragment_unnamed_273 ? 3212836864u : (fragment_unnamed_250 ? 1065353216u : (fragment_unnamed_218 ? 3212836864u : (fragment_unnamed_186 ? 0u : (fragment_unnamed_166 ? 3212836864u : (fragment_unnamed_144 ? 0u : (((fragment_unnamed_107 < fragment_unnamed_77) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_303 ? 4294967295u : 0u) | (fragment_unnamed_273 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_250 ? 4294967295u : 0u) | (fragment_unnamed_218 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_186 ? 1065353216u : (fragment_unnamed_166 ? 0u : ((fragment_unnamed_144 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_330 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_335 = fragment_unnamed_329 + fragment_input_1.x; precise float fragment_unnamed_336 = fragment_unnamed_330 + fragment_input_1.y; float fragment_unnamed_344 = floor(mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_345 = floor(mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_346 = fragment_unnamed_344 + 0.5f; precise float fragment_unnamed_348 = fragment_unnamed_345 + 0.5f; precise float fragment_unnamed_349 = fragment_unnamed_344 + (-0.5f); precise float fragment_unnamed_350 = fragment_unnamed_345 + (-0.5f); precise float fragment_unnamed_351 = fragment_unnamed_344 + 2.5f; precise float fragment_unnamed_353 = fragment_unnamed_345 + 2.5f; precise float fragment_unnamed_358 = fragment_unnamed_351 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_359 = fragment_unnamed_353 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_346; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_348; float fragment_unnamed_366 = mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 * fragment_unnamed_366; precise float fragment_unnamed_369 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_370 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_372 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = fragment_unnamed_370 * (-1.5f); precise float fragment_unnamed_382 = fragment_unnamed_371 * (-1.5f); precise float fragment_unnamed_386 = fragment_unnamed_368 * 2.5f; precise float fragment_unnamed_387 = fragment_unnamed_369 * 2.5f; precise float fragment_unnamed_388 = fragment_unnamed_368 * 0.5f; precise float fragment_unnamed_389 = fragment_unnamed_369 * 0.5f; float fragment_unnamed_390 = mad(fragment_unnamed_366, 0.5f, mad(fragment_unnamed_368, 2.0f, fragment_unnamed_380)); float fragment_unnamed_391 = mad(fragment_unnamed_367, 0.5f, mad(fragment_unnamed_369, 2.0f, fragment_unnamed_382)); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_386; precise float fragment_unnamed_397 = (-0.0f) - fragment_unnamed_388; precise float fragment_unnamed_398 = (-0.0f) - fragment_unnamed_389; float fragment_unnamed_399 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_397); float fragment_unnamed_400 = mad(fragment_unnamed_373, 0.5f, fragment_unnamed_398); precise float fragment_unnamed_401 = mad(fragment_unnamed_373, 1.5f, fragment_unnamed_392) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_372, 1.5f, fragment_unnamed_393) + 1.0f; precise float fragment_unnamed_403 = fragment_unnamed_391 + fragment_unnamed_401; precise float fragment_unnamed_404 = fragment_unnamed_390 + fragment_unnamed_402; precise float fragment_unnamed_405 = fragment_unnamed_390 / fragment_unnamed_404; precise float fragment_unnamed_406 = fragment_unnamed_391 / fragment_unnamed_403; precise float fragment_unnamed_407 = fragment_unnamed_405 + fragment_unnamed_346; precise float fragment_unnamed_408 = fragment_unnamed_406 + fragment_unnamed_348; precise float fragment_unnamed_413 = fragment_unnamed_349 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_414 = fragment_unnamed_350 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_419 = fragment_unnamed_407 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_420 = fragment_unnamed_408 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_421 = mad(fragment_unnamed_376, 0.5f, mad(fragment_unnamed_373, -0.5f, fragment_unnamed_369)) * fragment_unnamed_404; precise float fragment_unnamed_422 = mad(fragment_unnamed_377, 0.5f, mad(fragment_unnamed_372, -0.5f, fragment_unnamed_368)) * fragment_unnamed_403; float4 fragment_unnamed_427 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_413, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_429 = fragment_unnamed_427.x; float4 fragment_unnamed_435 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_414, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_437 = fragment_unnamed_435.x; float4 fragment_unnamed_443 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_358, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_445 = fragment_unnamed_443.x; precise float fragment_unnamed_451 = dot(float2(fragment_unnamed_429, fragment_unnamed_427.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_461 = dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_462 = fragment_unnamed_422 * dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_463 = fragment_unnamed_422 * fragment_unnamed_451; precise float fragment_unnamed_464 = fragment_unnamed_422 * fragment_unnamed_461; precise float fragment_unnamed_468 = dot(float2(fragment_unnamed_437, fragment_unnamed_435.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_475 = dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_479 = fragment_unnamed_422 + fragment_unnamed_421; precise float fragment_unnamed_483 = fragment_unnamed_403 * fragment_unnamed_399; precise float fragment_unnamed_484 = fragment_unnamed_404 * fragment_unnamed_400; precise float fragment_unnamed_485 = fragment_unnamed_403 * fragment_unnamed_404; precise float fragment_unnamed_486 = 1.0f / mad(fragment_unnamed_400, fragment_unnamed_404, mad(fragment_unnamed_399, fragment_unnamed_403, mad(fragment_unnamed_404, fragment_unnamed_403, fragment_unnamed_479))); float4 fragment_unnamed_490 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_492 = fragment_unnamed_490.x; float4 fragment_unnamed_498 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_359, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_500 = fragment_unnamed_498.x; precise float fragment_unnamed_506 = dot(float2(fragment_unnamed_492, fragment_unnamed_490.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_513 = dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_520 = dot(float2(fragment_unnamed_445, fragment_unnamed_443.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_527 = dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_534 = dot(float2(fragment_unnamed_500, fragment_unnamed_498.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_541 = dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_545 = fragment_unnamed_486 * mad(dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_484, mad(dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_483, mad(dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_485, mad(dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_421, fragment_unnamed_462)))); precise float fragment_unnamed_546 = fragment_unnamed_486 * mad(fragment_unnamed_534, fragment_unnamed_484, mad(fragment_unnamed_520, fragment_unnamed_483, mad(fragment_unnamed_506, fragment_unnamed_485, mad(fragment_unnamed_468, fragment_unnamed_421, fragment_unnamed_463)))); precise float fragment_unnamed_547 = fragment_unnamed_486 * mad(fragment_unnamed_541, fragment_unnamed_484, mad(fragment_unnamed_527, fragment_unnamed_483, mad(fragment_unnamed_513, fragment_unnamed_485, mad(fragment_unnamed_475, fragment_unnamed_421, fragment_unnamed_464)))); precise float fragment_unnamed_551 = dot(float2(fragment_unnamed_298, fragment_unnamed_296.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_555 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_558 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_562 = dot(float2(fragment_unnamed_268, fragment_unnamed_266.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_566 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_569 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_573 = dot(float2(fragment_unnamed_245, fragment_unnamed_243.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_577 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_580 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_584 = dot(float2(fragment_unnamed_213, fragment_unnamed_211.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_588 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_591 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_595 = dot(float2(fragment_unnamed_181, fragment_unnamed_179.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_599 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_602 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_606 = dot(float2(fragment_unnamed_103, fragment_unnamed_101.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_610 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_613 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_617 = dot(float2(fragment_unnamed_161, fragment_unnamed_159.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_621 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_624 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_628 = dot(float2(fragment_unnamed_139, fragment_unnamed_137.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_632 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_635 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_636 = fragment_unnamed_632 * fragment_unnamed_632; precise float fragment_unnamed_637 = fragment_unnamed_628 * fragment_unnamed_628; precise float fragment_unnamed_638 = fragment_unnamed_635 * fragment_unnamed_635; precise float fragment_unnamed_642 = dot(float2(fragment_unnamed_69, fragment_unnamed_67.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_646 = dot(float3(fragment_unnamed_69, fragment_unnamed_67.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_649 = dot(float3(fragment_unnamed_69, fragment_unnamed_67.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_674 = fragment_unnamed_632 + fragment_unnamed_646; precise float fragment_unnamed_675 = fragment_unnamed_628 + fragment_unnamed_642; precise float fragment_unnamed_676 = fragment_unnamed_635 + fragment_unnamed_649; precise float fragment_unnamed_677 = fragment_unnamed_621 + fragment_unnamed_674; precise float fragment_unnamed_678 = fragment_unnamed_617 + fragment_unnamed_675; precise float fragment_unnamed_679 = fragment_unnamed_624 + fragment_unnamed_676; precise float fragment_unnamed_680 = fragment_unnamed_610 + fragment_unnamed_677; precise float fragment_unnamed_681 = fragment_unnamed_606 + fragment_unnamed_678; precise float fragment_unnamed_682 = fragment_unnamed_613 + fragment_unnamed_679; precise float fragment_unnamed_683 = fragment_unnamed_599 + fragment_unnamed_680; precise float fragment_unnamed_684 = fragment_unnamed_595 + fragment_unnamed_681; precise float fragment_unnamed_685 = fragment_unnamed_602 + fragment_unnamed_682; precise float fragment_unnamed_686 = fragment_unnamed_588 + fragment_unnamed_683; precise float fragment_unnamed_687 = fragment_unnamed_584 + fragment_unnamed_684; precise float fragment_unnamed_688 = fragment_unnamed_591 + fragment_unnamed_685; precise float fragment_unnamed_689 = fragment_unnamed_577 + fragment_unnamed_686; precise float fragment_unnamed_690 = fragment_unnamed_573 + fragment_unnamed_687; precise float fragment_unnamed_691 = fragment_unnamed_580 + fragment_unnamed_688; precise float fragment_unnamed_692 = fragment_unnamed_566 + fragment_unnamed_689; precise float fragment_unnamed_693 = fragment_unnamed_562 + fragment_unnamed_690; precise float fragment_unnamed_694 = fragment_unnamed_569 + fragment_unnamed_691; precise float fragment_unnamed_695 = fragment_unnamed_555 + fragment_unnamed_692; precise float fragment_unnamed_696 = fragment_unnamed_551 + fragment_unnamed_693; precise float fragment_unnamed_697 = fragment_unnamed_558 + fragment_unnamed_694; precise float fragment_unnamed_698 = fragment_unnamed_695 * 0.111111111938953399658203125f; precise float fragment_unnamed_700 = fragment_unnamed_696 * 0.111111111938953399658203125f; precise float fragment_unnamed_701 = fragment_unnamed_697 * 0.111111111938953399658203125f; precise float fragment_unnamed_702 = fragment_unnamed_698 * fragment_unnamed_698; precise float fragment_unnamed_703 = fragment_unnamed_700 * fragment_unnamed_700; precise float fragment_unnamed_704 = fragment_unnamed_701 * fragment_unnamed_701; precise float fragment_unnamed_705 = (-0.0f) - fragment_unnamed_702; precise float fragment_unnamed_706 = (-0.0f) - fragment_unnamed_703; precise float fragment_unnamed_707 = (-0.0f) - fragment_unnamed_704; precise float fragment_unnamed_721 = sqrt(abs(mad(mad(fragment_unnamed_555, fragment_unnamed_555, mad(fragment_unnamed_566, fragment_unnamed_566, mad(fragment_unnamed_577, fragment_unnamed_577, mad(fragment_unnamed_588, fragment_unnamed_588, mad(fragment_unnamed_599, fragment_unnamed_599, mad(fragment_unnamed_610, fragment_unnamed_610, mad(fragment_unnamed_621, fragment_unnamed_621, mad(fragment_unnamed_646, fragment_unnamed_646, fragment_unnamed_636)))))))), 0.111111111938953399658203125f, fragment_unnamed_705))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_722 = sqrt(abs(mad(mad(fragment_unnamed_551, fragment_unnamed_551, mad(fragment_unnamed_562, fragment_unnamed_562, mad(fragment_unnamed_573, fragment_unnamed_573, mad(fragment_unnamed_584, fragment_unnamed_584, mad(fragment_unnamed_595, fragment_unnamed_595, mad(fragment_unnamed_606, fragment_unnamed_606, mad(fragment_unnamed_617, fragment_unnamed_617, mad(fragment_unnamed_642, fragment_unnamed_642, fragment_unnamed_637)))))))), 0.111111111938953399658203125f, fragment_unnamed_706))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_723 = sqrt(abs(mad(mad(fragment_unnamed_558, fragment_unnamed_558, mad(fragment_unnamed_569, fragment_unnamed_569, mad(fragment_unnamed_580, fragment_unnamed_580, mad(fragment_unnamed_591, fragment_unnamed_591, mad(fragment_unnamed_602, fragment_unnamed_602, mad(fragment_unnamed_613, fragment_unnamed_613, mad(fragment_unnamed_624, fragment_unnamed_624, mad(fragment_unnamed_649, fragment_unnamed_649, fragment_unnamed_638)))))))), 0.111111111938953399658203125f, fragment_unnamed_707))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_724 = (-0.0f) - fragment_unnamed_721; precise float fragment_unnamed_725 = (-0.0f) - fragment_unnamed_722; precise float fragment_unnamed_726 = (-0.0f) - fragment_unnamed_723; float fragment_unnamed_790 = min(max(fragment_unnamed_545, max(mad(fragment_unnamed_695, 0.111111111938953399658203125f, fragment_unnamed_724), min(fragment_unnamed_555, min(min(min(min(min(min(fragment_unnamed_621, min(fragment_unnamed_632, fragment_unnamed_646)), fragment_unnamed_610), fragment_unnamed_599), fragment_unnamed_588), fragment_unnamed_577), fragment_unnamed_566)))), min(mad(fragment_unnamed_695, 0.111111111938953399658203125f, fragment_unnamed_721), max(max(max(max(max(max(max(max(fragment_unnamed_632, fragment_unnamed_646), fragment_unnamed_621), fragment_unnamed_610), fragment_unnamed_599), fragment_unnamed_588), fragment_unnamed_577), fragment_unnamed_566), fragment_unnamed_555))); precise float fragment_unnamed_793 = fragment_unnamed_790 + 1.0f; precise float fragment_unnamed_794 = 1.0f / fragment_unnamed_793; precise float fragment_unnamed_795 = fragment_unnamed_794 * fragment_unnamed_790; precise float fragment_unnamed_796 = fragment_unnamed_794 * min(max(fragment_unnamed_546, max(mad(fragment_unnamed_696, 0.111111111938953399658203125f, fragment_unnamed_725), min(fragment_unnamed_551, min(min(min(min(min(min(fragment_unnamed_617, min(fragment_unnamed_628, fragment_unnamed_642)), fragment_unnamed_606), fragment_unnamed_595), fragment_unnamed_584), fragment_unnamed_573), fragment_unnamed_562)))), min(mad(fragment_unnamed_696, 0.111111111938953399658203125f, fragment_unnamed_722), max(max(max(max(max(max(max(max(fragment_unnamed_628, fragment_unnamed_642), fragment_unnamed_617), fragment_unnamed_606), fragment_unnamed_595), fragment_unnamed_584), fragment_unnamed_573), fragment_unnamed_562), fragment_unnamed_551))); precise float fragment_unnamed_797 = fragment_unnamed_794 * min(max(fragment_unnamed_547, max(mad(fragment_unnamed_697, 0.111111111938953399658203125f, fragment_unnamed_726), min(fragment_unnamed_558, min(min(min(min(min(min(fragment_unnamed_624, min(fragment_unnamed_635, fragment_unnamed_649)), fragment_unnamed_613), fragment_unnamed_602), fragment_unnamed_591), fragment_unnamed_580), fragment_unnamed_569)))), min(mad(fragment_unnamed_697, 0.111111111938953399658203125f, fragment_unnamed_723), max(max(max(max(max(max(max(max(fragment_unnamed_635, fragment_unnamed_649), fragment_unnamed_624), fragment_unnamed_613), fragment_unnamed_602), fragment_unnamed_591), fragment_unnamed_580), fragment_unnamed_569), fragment_unnamed_558))); precise float fragment_unnamed_798 = fragment_unnamed_646 + 1.0f; precise float fragment_unnamed_799 = 1.0f / fragment_unnamed_798; precise float fragment_unnamed_800 = (-0.0f) - fragment_unnamed_795; precise float fragment_unnamed_801 = (-0.0f) - fragment_unnamed_796; precise float fragment_unnamed_802 = (-0.0f) - fragment_unnamed_797; precise float fragment_unnamed_810 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_811 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_812 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_813 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_814 = fragment_unnamed_812 + fragment_unnamed_810; precise float fragment_unnamed_815 = fragment_unnamed_813 + fragment_unnamed_811; float fragment_unnamed_830 = asfloat(((((0.5f < abs(fragment_unnamed_815)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_814)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_831 = mad(fragment_unnamed_830, mad(fragment_unnamed_646, fragment_unnamed_799, fragment_unnamed_800), fragment_unnamed_795); precise float fragment_unnamed_834 = (-0.0f) - fragment_unnamed_831; precise float fragment_unnamed_835 = fragment_unnamed_834 + 1.0f; precise float fragment_unnamed_836 = 1.0f / fragment_unnamed_835; float fragment_unnamed_837 = mad(mad(fragment_unnamed_830, mad(fragment_unnamed_649, fragment_unnamed_799, fragment_unnamed_802), fragment_unnamed_797), fragment_unnamed_836, -0.501960813999176025390625f); float fragment_unnamed_839 = mad(mad(fragment_unnamed_830, mad(fragment_unnamed_642, fragment_unnamed_799, fragment_unnamed_801), fragment_unnamed_796), fragment_unnamed_836, -0.501960813999176025390625f); precise float fragment_unnamed_840 = (-0.0f) - fragment_unnamed_839; precise float fragment_unnamed_844 = (-0.0f) - fragment_unnamed_837; precise float fragment_unnamed_845 = fragment_unnamed_844 + mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_840); precise float fragment_unnamed_846 = (-0.0f) - fragment_unnamed_837; precise float fragment_unnamed_847 = fragment_unnamed_846 + mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_839); fragment_output_0.x = max(fragment_unnamed_847, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_831, fragment_unnamed_836, fragment_unnamed_837), 0.0f); fragment_output_0.z = max(fragment_unnamed_845, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "TemporalAA - Accumulate - Quality Very High" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 273543 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma multi_compile _ TAA_LOW_PRECISION_SOURCE #ifndef STEREO_INSTANCING_ON #ifndef TAA_LOW_PRECISION_SOURCE #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 // !TAA_LOW_PRECISION_SOURCE #ifdef STEREO_INSTANCING_ON #ifndef TAA_LOW_PRECISION_SOURCE #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 // !TAA_LOW_PRECISION_SOURCE #ifndef STEREO_INSTANCING_ON #ifndef TAA_LOW_PRECISION_SOURCE #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFilterWeights[9]; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_55 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_70 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_72 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_74 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_75 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_79 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_70, fragment_unnamed_72), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_81 = fragment_unnamed_79.x; precise float fragment_unnamed_88 = fragment_unnamed_81 * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_89 = fragment_unnamed_79.y * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_90 = fragment_unnamed_79.z * fragment_uniform_buffer_1[3u].x; float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_74, fragment_unnamed_75), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_122 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float4 fragment_unnamed_128 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_120, fragment_unnamed_122), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_130 = fragment_unnamed_128.x; float4 fragment_unnamed_143 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_123, fragment_unnamed_124), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_145 = fragment_unnamed_143.x; float fragment_unnamed_163 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_164 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_165 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_166 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_163, fragment_unnamed_164), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_172 = fragment_unnamed_170.x; float4 fragment_unnamed_185 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_165, fragment_unnamed_166), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_187 = fragment_unnamed_185.x; precise float fragment_unnamed_205 = fragment_input_1.x + fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_206 = fragment_input_1.y + fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_210 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_205, fragment_unnamed_206), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_212 = fragment_unnamed_210.x; precise float fragment_unnamed_222 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_205, fragment_unnamed_206), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_224 = fragment_unnamed_222 + 1.0f; precise float fragment_unnamed_239 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_241 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_242 = fragment_input_1.x + fragment_unnamed_239; precise float fragment_unnamed_243 = fragment_input_1.y + fragment_unnamed_241; float4 fragment_unnamed_247 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_242, fragment_unnamed_243), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_249 = fragment_unnamed_247.x; precise float fragment_unnamed_258 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_242, fragment_unnamed_243), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_259 = fragment_unnamed_258 + 1.0f; float fragment_unnamed_264 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_249, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_212, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_187, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_172, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_145, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_130, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_103, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_55.x, fragment_unnamed_88)))))))); float fragment_unnamed_265 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_247.y, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_210.y, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_185.y, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_170.y, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_143.y, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_128.y, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.y, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_55.y, fragment_unnamed_89)))))))); float fragment_unnamed_266 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_247.z, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_210.z, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_185.z, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_170.z, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_143.z, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_128.z, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.z, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_55.z, fragment_unnamed_90)))))))); precise float fragment_unnamed_272 = dot(float2(fragment_unnamed_264, fragment_unnamed_266), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_279 = dot(float3(fragment_unnamed_264, fragment_unnamed_266, fragment_unnamed_265), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_283 = dot(float3(fragment_unnamed_264, fragment_unnamed_266, fragment_unnamed_265), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_287 = dot(float2(fragment_unnamed_145, fragment_unnamed_143.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_291 = dot(float3(fragment_unnamed_145, fragment_unnamed_143.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_294 = dot(float3(fragment_unnamed_145, fragment_unnamed_143.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_295 = fragment_unnamed_291 * fragment_unnamed_291; precise float fragment_unnamed_296 = fragment_unnamed_287 * fragment_unnamed_287; precise float fragment_unnamed_297 = fragment_unnamed_294 * fragment_unnamed_294; precise float fragment_unnamed_304 = dot(float2(fragment_unnamed_130, fragment_unnamed_128.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_308 = dot(float3(fragment_unnamed_130, fragment_unnamed_128.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_311 = dot(float3(fragment_unnamed_130, fragment_unnamed_128.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_318 = dot(float2(fragment_unnamed_103, fragment_unnamed_101.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_322 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_325 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_332 = dot(float2(fragment_unnamed_81, fragment_unnamed_79.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_336 = dot(float3(fragment_unnamed_81, fragment_unnamed_79.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_339 = dot(float3(fragment_unnamed_81, fragment_unnamed_79.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_346 = dot(float2(fragment_unnamed_249, fragment_unnamed_247.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_350 = dot(float3(fragment_unnamed_249, fragment_unnamed_247.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_353 = dot(float3(fragment_unnamed_249, fragment_unnamed_247.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_360 = dot(float2(fragment_unnamed_187, fragment_unnamed_185.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_364 = dot(float3(fragment_unnamed_187, fragment_unnamed_185.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_367 = dot(float3(fragment_unnamed_187, fragment_unnamed_185.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_374 = dot(float2(fragment_unnamed_172, fragment_unnamed_170.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_378 = dot(float3(fragment_unnamed_172, fragment_unnamed_170.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_381 = dot(float3(fragment_unnamed_172, fragment_unnamed_170.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_388 = dot(float2(fragment_unnamed_212, fragment_unnamed_210.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_392 = dot(float3(fragment_unnamed_212, fragment_unnamed_210.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_395 = dot(float3(fragment_unnamed_212, fragment_unnamed_210.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_399 = fragment_unnamed_291 + fragment_unnamed_279; precise float fragment_unnamed_400 = fragment_unnamed_287 + fragment_unnamed_272; precise float fragment_unnamed_401 = fragment_unnamed_294 + fragment_unnamed_283; precise float fragment_unnamed_402 = fragment_unnamed_308 + fragment_unnamed_399; precise float fragment_unnamed_403 = fragment_unnamed_304 + fragment_unnamed_400; precise float fragment_unnamed_404 = fragment_unnamed_311 + fragment_unnamed_401; precise float fragment_unnamed_405 = fragment_unnamed_322 + fragment_unnamed_402; precise float fragment_unnamed_406 = fragment_unnamed_318 + fragment_unnamed_403; precise float fragment_unnamed_407 = fragment_unnamed_325 + fragment_unnamed_404; precise float fragment_unnamed_408 = fragment_unnamed_336 + fragment_unnamed_405; precise float fragment_unnamed_409 = fragment_unnamed_332 + fragment_unnamed_406; precise float fragment_unnamed_410 = fragment_unnamed_339 + fragment_unnamed_407; precise float fragment_unnamed_411 = fragment_unnamed_350 + fragment_unnamed_408; precise float fragment_unnamed_412 = fragment_unnamed_346 + fragment_unnamed_409; precise float fragment_unnamed_413 = fragment_unnamed_353 + fragment_unnamed_410; precise float fragment_unnamed_414 = fragment_unnamed_364 + fragment_unnamed_411; precise float fragment_unnamed_415 = fragment_unnamed_360 + fragment_unnamed_412; precise float fragment_unnamed_416 = fragment_unnamed_367 + fragment_unnamed_413; precise float fragment_unnamed_417 = fragment_unnamed_378 + fragment_unnamed_414; precise float fragment_unnamed_418 = fragment_unnamed_374 + fragment_unnamed_415; precise float fragment_unnamed_419 = fragment_unnamed_381 + fragment_unnamed_416; precise float fragment_unnamed_420 = fragment_unnamed_392 + fragment_unnamed_417; precise float fragment_unnamed_421 = fragment_unnamed_388 + fragment_unnamed_418; precise float fragment_unnamed_422 = fragment_unnamed_395 + fragment_unnamed_419; precise float fragment_unnamed_423 = fragment_unnamed_420 * 0.111111111938953399658203125f; precise float fragment_unnamed_425 = fragment_unnamed_421 * 0.111111111938953399658203125f; precise float fragment_unnamed_426 = fragment_unnamed_422 * 0.111111111938953399658203125f; precise float fragment_unnamed_427 = fragment_unnamed_423 * fragment_unnamed_423; precise float fragment_unnamed_428 = fragment_unnamed_425 * fragment_unnamed_425; precise float fragment_unnamed_429 = fragment_unnamed_426 * fragment_unnamed_426; precise float fragment_unnamed_430 = (-0.0f) - fragment_unnamed_427; precise float fragment_unnamed_431 = (-0.0f) - fragment_unnamed_428; precise float fragment_unnamed_432 = (-0.0f) - fragment_unnamed_429; precise float fragment_unnamed_445 = sqrt(abs(mad(mad(fragment_unnamed_392, fragment_unnamed_392, mad(fragment_unnamed_378, fragment_unnamed_378, mad(fragment_unnamed_364, fragment_unnamed_364, mad(fragment_unnamed_350, fragment_unnamed_350, mad(fragment_unnamed_336, fragment_unnamed_336, mad(fragment_unnamed_322, fragment_unnamed_322, mad(fragment_unnamed_308, fragment_unnamed_308, mad(fragment_unnamed_279, fragment_unnamed_279, fragment_unnamed_295)))))))), 0.111111111938953399658203125f, fragment_unnamed_430))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_446 = sqrt(abs(mad(mad(fragment_unnamed_388, fragment_unnamed_388, mad(fragment_unnamed_374, fragment_unnamed_374, mad(fragment_unnamed_360, fragment_unnamed_360, mad(fragment_unnamed_346, fragment_unnamed_346, mad(fragment_unnamed_332, fragment_unnamed_332, mad(fragment_unnamed_318, fragment_unnamed_318, mad(fragment_unnamed_304, fragment_unnamed_304, mad(fragment_unnamed_272, fragment_unnamed_272, fragment_unnamed_296)))))))), 0.111111111938953399658203125f, fragment_unnamed_431))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_447 = sqrt(abs(mad(mad(fragment_unnamed_395, fragment_unnamed_395, mad(fragment_unnamed_381, fragment_unnamed_381, mad(fragment_unnamed_367, fragment_unnamed_367, mad(fragment_unnamed_353, fragment_unnamed_353, mad(fragment_unnamed_339, fragment_unnamed_339, mad(fragment_unnamed_325, fragment_unnamed_325, mad(fragment_unnamed_311, fragment_unnamed_311, mad(fragment_unnamed_283, fragment_unnamed_283, fragment_unnamed_297)))))))), 0.111111111938953399658203125f, fragment_unnamed_432))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_448 = (-0.0f) - fragment_unnamed_445; precise float fragment_unnamed_449 = (-0.0f) - fragment_unnamed_446; precise float fragment_unnamed_450 = (-0.0f) - fragment_unnamed_447; float fragment_unnamed_505 = max(mad(fragment_unnamed_420, 0.111111111938953399658203125f, fragment_unnamed_448), min(min(min(min(fragment_unnamed_350, min(fragment_unnamed_336, min(fragment_unnamed_322, min(min(fragment_unnamed_279, fragment_unnamed_291), fragment_unnamed_308)))), fragment_unnamed_364), fragment_unnamed_378), fragment_unnamed_392)); float fragment_unnamed_506 = max(mad(fragment_unnamed_421, 0.111111111938953399658203125f, fragment_unnamed_449), min(min(min(min(fragment_unnamed_346, min(fragment_unnamed_332, min(fragment_unnamed_318, min(min(fragment_unnamed_272, fragment_unnamed_287), fragment_unnamed_304)))), fragment_unnamed_360), fragment_unnamed_374), fragment_unnamed_388)); float fragment_unnamed_507 = max(mad(fragment_unnamed_422, 0.111111111938953399658203125f, fragment_unnamed_450), min(min(min(min(fragment_unnamed_353, min(fragment_unnamed_339, min(fragment_unnamed_325, min(min(fragment_unnamed_283, fragment_unnamed_294), fragment_unnamed_311)))), fragment_unnamed_367), fragment_unnamed_381), fragment_unnamed_395)); float fragment_unnamed_508 = min(mad(fragment_unnamed_420, 0.111111111938953399658203125f, fragment_unnamed_445), max(max(max(max(max(max(max(max(fragment_unnamed_279, fragment_unnamed_291), fragment_unnamed_308), fragment_unnamed_322), fragment_unnamed_336), fragment_unnamed_350), fragment_unnamed_364), fragment_unnamed_378), fragment_unnamed_392)); float fragment_unnamed_509 = min(mad(fragment_unnamed_421, 0.111111111938953399658203125f, fragment_unnamed_446), max(max(max(max(max(max(max(max(fragment_unnamed_272, fragment_unnamed_287), fragment_unnamed_304), fragment_unnamed_318), fragment_unnamed_332), fragment_unnamed_346), fragment_unnamed_360), fragment_unnamed_374), fragment_unnamed_388)); float fragment_unnamed_510 = min(mad(fragment_unnamed_422, 0.111111111938953399658203125f, fragment_unnamed_447), max(max(max(max(max(max(max(max(fragment_unnamed_283, fragment_unnamed_294), fragment_unnamed_311), fragment_unnamed_325), fragment_unnamed_339), fragment_unnamed_353), fragment_unnamed_367), fragment_unnamed_381), fragment_unnamed_395)); precise float fragment_unnamed_511 = fragment_unnamed_505 + fragment_unnamed_508; precise float fragment_unnamed_512 = fragment_unnamed_506 + fragment_unnamed_509; precise float fragment_unnamed_513 = fragment_unnamed_507 + fragment_unnamed_510; precise float fragment_unnamed_514 = (-0.0f) - fragment_unnamed_505; precise float fragment_unnamed_515 = (-0.0f) - fragment_unnamed_506; precise float fragment_unnamed_516 = (-0.0f) - fragment_unnamed_507; precise float fragment_unnamed_517 = fragment_unnamed_514 + fragment_unnamed_508; precise float fragment_unnamed_518 = fragment_unnamed_515 + fragment_unnamed_509; precise float fragment_unnamed_519 = fragment_unnamed_516 + fragment_unnamed_510; precise float fragment_unnamed_520 = fragment_unnamed_517 * 0.5f; precise float fragment_unnamed_521 = fragment_unnamed_518 * 0.5f; precise float fragment_unnamed_522 = fragment_unnamed_519 * 0.5f; precise float fragment_unnamed_527 = fragment_unnamed_511 * 0.5f; precise float fragment_unnamed_528 = fragment_unnamed_512 * 0.5f; precise float fragment_unnamed_529 = fragment_unnamed_513 * 0.5f; precise float fragment_unnamed_540 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_541 = fragment_unnamed_540 + 1.0f; float fragment_unnamed_542 = min(fragment_unnamed_541, 1.0f); precise float fragment_unnamed_555 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_70, fragment_unnamed_72), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_556 = fragment_unnamed_555 + 1.0f; precise float fragment_unnamed_557 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_74, fragment_unnamed_75), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_558 = fragment_unnamed_557 + 1.0f; float fragment_unnamed_563 = min(fragment_unnamed_558, fragment_unnamed_542); precise float fragment_unnamed_578 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_120, fragment_unnamed_122), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_579 = fragment_unnamed_578 + 1.0f; precise float fragment_unnamed_580 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_123, fragment_unnamed_124), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_581 = fragment_unnamed_580 + 1.0f; bool fragment_unnamed_582 = fragment_unnamed_581 < fragment_unnamed_563; float fragment_unnamed_584 = min(fragment_unnamed_563, fragment_unnamed_581); bool fragment_unnamed_588 = fragment_unnamed_579 < fragment_unnamed_584; float fragment_unnamed_589 = min(fragment_unnamed_579, fragment_unnamed_584); bool fragment_unnamed_592 = fragment_unnamed_556 < fragment_unnamed_589; float fragment_unnamed_593 = min(fragment_unnamed_556, fragment_unnamed_589); bool fragment_unnamed_596 = fragment_unnamed_259 < fragment_unnamed_593; float fragment_unnamed_598 = min(fragment_unnamed_259, fragment_unnamed_593); precise float fragment_unnamed_612 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_163, fragment_unnamed_164), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_613 = fragment_unnamed_612 + 1.0f; precise float fragment_unnamed_614 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_165, fragment_unnamed_166), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_615 = fragment_unnamed_614 + 1.0f; bool fragment_unnamed_616 = fragment_unnamed_615 < fragment_unnamed_598; float fragment_unnamed_618 = min(fragment_unnamed_598, fragment_unnamed_615); bool fragment_unnamed_623 = fragment_unnamed_613 < fragment_unnamed_618; bool fragment_unnamed_626 = fragment_unnamed_224 < min(fragment_unnamed_613, fragment_unnamed_618); float4 fragment_unnamed_649 = _TaaMotionVectorTex.SampleBias(S1, float2(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_626 ? 1065353216u : (fragment_unnamed_623 ? 3212836864u : (fragment_unnamed_616 ? 1065353216u : (fragment_unnamed_596 ? 3212836864u : (fragment_unnamed_592 ? 0u : (fragment_unnamed_588 ? 3212836864u : (fragment_unnamed_582 ? 0u : (((fragment_unnamed_558 < fragment_unnamed_542) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_626 ? 4294967295u : 0u) | (fragment_unnamed_623 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_596 ? 4294967295u : 0u) | (fragment_unnamed_616 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_592 ? 1065353216u : (fragment_unnamed_588 ? 0u : ((fragment_unnamed_582 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_653 = (-0.0f) - fragment_unnamed_649.x; precise float fragment_unnamed_654 = (-0.0f) - fragment_unnamed_649.y; precise float fragment_unnamed_659 = fragment_unnamed_653 + fragment_input_1.x; precise float fragment_unnamed_660 = fragment_unnamed_654 + fragment_input_1.y; float fragment_unnamed_667 = floor(mad(fragment_unnamed_659, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_668 = floor(mad(fragment_unnamed_660, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_669 = fragment_unnamed_667 + 0.5f; precise float fragment_unnamed_670 = fragment_unnamed_668 + 0.5f; precise float fragment_unnamed_671 = fragment_unnamed_667 + (-0.5f); precise float fragment_unnamed_672 = fragment_unnamed_668 + (-0.5f); precise float fragment_unnamed_673 = fragment_unnamed_667 + 2.5f; precise float fragment_unnamed_675 = fragment_unnamed_668 + 2.5f; precise float fragment_unnamed_680 = fragment_unnamed_673 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_681 = fragment_unnamed_675 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_686 = (-0.0f) - fragment_unnamed_669; precise float fragment_unnamed_687 = (-0.0f) - fragment_unnamed_670; float fragment_unnamed_688 = mad(fragment_unnamed_659, fragment_uniform_buffer_1[1u].z, fragment_unnamed_686); float fragment_unnamed_689 = mad(fragment_unnamed_660, fragment_uniform_buffer_1[1u].w, fragment_unnamed_687); precise float fragment_unnamed_690 = fragment_unnamed_688 * fragment_unnamed_688; precise float fragment_unnamed_691 = fragment_unnamed_689 * fragment_unnamed_689; precise float fragment_unnamed_692 = fragment_unnamed_688 * fragment_unnamed_690; precise float fragment_unnamed_693 = fragment_unnamed_689 * fragment_unnamed_691; precise float fragment_unnamed_694 = fragment_unnamed_688 * fragment_unnamed_690; precise float fragment_unnamed_695 = fragment_unnamed_689 * fragment_unnamed_691; precise float fragment_unnamed_698 = (-0.0f) - fragment_unnamed_689; precise float fragment_unnamed_699 = (-0.0f) - fragment_unnamed_688; precise float fragment_unnamed_702 = fragment_unnamed_692 * (-1.5f); precise float fragment_unnamed_704 = fragment_unnamed_693 * (-1.5f); precise float fragment_unnamed_708 = fragment_unnamed_690 * 2.5f; precise float fragment_unnamed_709 = fragment_unnamed_691 * 2.5f; precise float fragment_unnamed_710 = fragment_unnamed_690 * 0.5f; precise float fragment_unnamed_711 = fragment_unnamed_691 * 0.5f; float fragment_unnamed_712 = mad(fragment_unnamed_688, 0.5f, mad(fragment_unnamed_690, 2.0f, fragment_unnamed_702)); float fragment_unnamed_713 = mad(fragment_unnamed_689, 0.5f, mad(fragment_unnamed_691, 2.0f, fragment_unnamed_704)); precise float fragment_unnamed_714 = (-0.0f) - fragment_unnamed_709; precise float fragment_unnamed_715 = (-0.0f) - fragment_unnamed_708; precise float fragment_unnamed_719 = (-0.0f) - fragment_unnamed_710; precise float fragment_unnamed_720 = (-0.0f) - fragment_unnamed_711; float fragment_unnamed_721 = mad(fragment_unnamed_694, 0.5f, fragment_unnamed_719); float fragment_unnamed_722 = mad(fragment_unnamed_695, 0.5f, fragment_unnamed_720); precise float fragment_unnamed_723 = mad(fragment_unnamed_695, 1.5f, fragment_unnamed_714) + 1.0f; precise float fragment_unnamed_724 = mad(fragment_unnamed_694, 1.5f, fragment_unnamed_715) + 1.0f; precise float fragment_unnamed_725 = fragment_unnamed_713 + fragment_unnamed_723; precise float fragment_unnamed_726 = fragment_unnamed_712 + fragment_unnamed_724; precise float fragment_unnamed_727 = fragment_unnamed_712 / fragment_unnamed_726; precise float fragment_unnamed_728 = fragment_unnamed_713 / fragment_unnamed_725; precise float fragment_unnamed_729 = fragment_unnamed_727 + fragment_unnamed_669; precise float fragment_unnamed_730 = fragment_unnamed_728 + fragment_unnamed_670; precise float fragment_unnamed_735 = fragment_unnamed_671 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_736 = fragment_unnamed_672 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_741 = fragment_unnamed_729 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_742 = fragment_unnamed_730 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_743 = mad(fragment_unnamed_698, 0.5f, mad(fragment_unnamed_695, -0.5f, fragment_unnamed_691)) * fragment_unnamed_726; precise float fragment_unnamed_744 = mad(fragment_unnamed_699, 0.5f, mad(fragment_unnamed_694, -0.5f, fragment_unnamed_690)) * fragment_unnamed_725; float4 fragment_unnamed_749 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_735, fragment_unnamed_742), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_751 = fragment_unnamed_749.x; float4 fragment_unnamed_757 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_741, fragment_unnamed_736), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_759 = fragment_unnamed_757.x; precise float fragment_unnamed_765 = dot(float2(fragment_unnamed_751, fragment_unnamed_749.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_772 = dot(float3(fragment_unnamed_751, fragment_unnamed_749.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_773 = fragment_unnamed_744 * dot(float3(fragment_unnamed_751, fragment_unnamed_749.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_774 = fragment_unnamed_744 * fragment_unnamed_765; precise float fragment_unnamed_775 = fragment_unnamed_744 * fragment_unnamed_772; precise float fragment_unnamed_779 = dot(float2(fragment_unnamed_759, fragment_unnamed_757.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_786 = dot(float3(fragment_unnamed_759, fragment_unnamed_757.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_790 = fragment_unnamed_744 + fragment_unnamed_743; precise float fragment_unnamed_794 = fragment_unnamed_725 * fragment_unnamed_721; precise float fragment_unnamed_795 = fragment_unnamed_726 * fragment_unnamed_722; precise float fragment_unnamed_796 = fragment_unnamed_725 * fragment_unnamed_726; precise float fragment_unnamed_797 = 1.0f / mad(fragment_unnamed_722, fragment_unnamed_726, mad(fragment_unnamed_721, fragment_unnamed_725, mad(fragment_unnamed_726, fragment_unnamed_725, fragment_unnamed_790))); float4 fragment_unnamed_801 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_741, fragment_unnamed_742), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_803 = fragment_unnamed_801.x; precise float fragment_unnamed_809 = dot(float2(fragment_unnamed_803, fragment_unnamed_801.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_816 = dot(float3(fragment_unnamed_803, fragment_unnamed_801.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_823 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_680, fragment_unnamed_742), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_825 = fragment_unnamed_823.x; float4 fragment_unnamed_831 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_741, fragment_unnamed_681), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_833 = fragment_unnamed_831.x; precise float fragment_unnamed_839 = dot(float2(fragment_unnamed_825, fragment_unnamed_823.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_846 = dot(float3(fragment_unnamed_825, fragment_unnamed_823.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_853 = dot(float2(fragment_unnamed_833, fragment_unnamed_831.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_860 = dot(float3(fragment_unnamed_833, fragment_unnamed_831.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_861 = mad(dot(float3(fragment_unnamed_833, fragment_unnamed_831.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_795, mad(dot(float3(fragment_unnamed_825, fragment_unnamed_823.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_794, mad(dot(float3(fragment_unnamed_803, fragment_unnamed_801.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_796, mad(dot(float3(fragment_unnamed_759, fragment_unnamed_757.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_743, fragment_unnamed_773)))); float fragment_unnamed_862 = mad(fragment_unnamed_853, fragment_unnamed_795, mad(fragment_unnamed_839, fragment_unnamed_794, mad(fragment_unnamed_809, fragment_unnamed_796, mad(fragment_unnamed_779, fragment_unnamed_743, fragment_unnamed_774)))); float fragment_unnamed_863 = mad(fragment_unnamed_860, fragment_unnamed_795, mad(fragment_unnamed_846, fragment_unnamed_794, mad(fragment_unnamed_816, fragment_unnamed_796, mad(fragment_unnamed_786, fragment_unnamed_743, fragment_unnamed_775)))); precise float fragment_unnamed_864 = (-0.0f) - fragment_unnamed_527; precise float fragment_unnamed_865 = (-0.0f) - fragment_unnamed_528; precise float fragment_unnamed_866 = (-0.0f) - fragment_unnamed_529; float fragment_unnamed_867 = mad(fragment_unnamed_861, fragment_unnamed_797, fragment_unnamed_864); float fragment_unnamed_868 = mad(fragment_unnamed_862, fragment_unnamed_797, fragment_unnamed_865); float fragment_unnamed_869 = mad(fragment_unnamed_863, fragment_unnamed_797, fragment_unnamed_866); precise float fragment_unnamed_870 = fragment_unnamed_797 * fragment_unnamed_861; precise float fragment_unnamed_871 = fragment_unnamed_797 * fragment_unnamed_862; precise float fragment_unnamed_872 = fragment_unnamed_797 * fragment_unnamed_863; precise float fragment_unnamed_873 = fragment_unnamed_867 / max(fragment_unnamed_520, 6.103515625e-05f); precise float fragment_unnamed_874 = fragment_unnamed_868 / max(fragment_unnamed_521, 6.103515625e-05f); precise float fragment_unnamed_875 = fragment_unnamed_869 / max(fragment_unnamed_522, 6.103515625e-05f); float fragment_unnamed_880 = max(abs(fragment_unnamed_875), max(abs(fragment_unnamed_874), abs(fragment_unnamed_873))); precise float fragment_unnamed_881 = fragment_unnamed_867 / fragment_unnamed_880; precise float fragment_unnamed_882 = fragment_unnamed_868 / fragment_unnamed_880; precise float fragment_unnamed_883 = fragment_unnamed_869 / fragment_unnamed_880; bool fragment_unnamed_884 = 1.0f < fragment_unnamed_880; float fragment_unnamed_895 = asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_511, 0.5f, fragment_unnamed_881)) : asuint(fragment_unnamed_870)); precise float fragment_unnamed_900 = fragment_unnamed_895 + 1.0f; precise float fragment_unnamed_901 = 1.0f / fragment_unnamed_900; precise float fragment_unnamed_902 = fragment_unnamed_901 * fragment_unnamed_895; precise float fragment_unnamed_903 = fragment_unnamed_901 * asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_512, 0.5f, fragment_unnamed_882)) : asuint(fragment_unnamed_871)); precise float fragment_unnamed_904 = fragment_unnamed_901 * asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_513, 0.5f, fragment_unnamed_883)) : asuint(fragment_unnamed_872)); precise float fragment_unnamed_905 = fragment_unnamed_279 + 1.0f; precise float fragment_unnamed_906 = 1.0f / fragment_unnamed_905; precise float fragment_unnamed_907 = (-0.0f) - fragment_unnamed_902; precise float fragment_unnamed_908 = (-0.0f) - fragment_unnamed_903; precise float fragment_unnamed_909 = (-0.0f) - fragment_unnamed_904; precise float fragment_unnamed_917 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_918 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_919 = (-0.0f) - fragment_unnamed_649.x; precise float fragment_unnamed_920 = (-0.0f) - fragment_unnamed_649.y; precise float fragment_unnamed_921 = fragment_unnamed_919 + fragment_unnamed_917; precise float fragment_unnamed_922 = fragment_unnamed_920 + fragment_unnamed_918; float fragment_unnamed_937 = asfloat(((((0.5f < abs(fragment_unnamed_922)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_921)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_938 = mad(fragment_unnamed_937, mad(fragment_unnamed_279, fragment_unnamed_906, fragment_unnamed_907), fragment_unnamed_902); precise float fragment_unnamed_941 = (-0.0f) - fragment_unnamed_938; precise float fragment_unnamed_942 = fragment_unnamed_941 + 1.0f; precise float fragment_unnamed_943 = 1.0f / fragment_unnamed_942; float fragment_unnamed_944 = mad(mad(fragment_unnamed_937, mad(fragment_unnamed_283, fragment_unnamed_906, fragment_unnamed_909), fragment_unnamed_904), fragment_unnamed_943, -0.501960813999176025390625f); float fragment_unnamed_946 = mad(mad(fragment_unnamed_937, mad(fragment_unnamed_272, fragment_unnamed_906, fragment_unnamed_908), fragment_unnamed_903), fragment_unnamed_943, -0.501960813999176025390625f); precise float fragment_unnamed_947 = (-0.0f) - fragment_unnamed_946; precise float fragment_unnamed_951 = (-0.0f) - fragment_unnamed_944; precise float fragment_unnamed_952 = fragment_unnamed_951 + mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_947); precise float fragment_unnamed_953 = (-0.0f) - fragment_unnamed_944; precise float fragment_unnamed_954 = fragment_unnamed_953 + mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_946); fragment_output_0.x = max(fragment_unnamed_954, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_944), 0.0f); fragment_output_0.z = max(fragment_unnamed_952, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[2] = float4(_TaaFilterWeights[0], fragment_uniform_buffer_1[2][1], fragment_uniform_buffer_1[2][2], fragment_uniform_buffer_1[2][3]); fragment_uniform_buffer_1[3] = float4(_TaaFilterWeights[1], fragment_uniform_buffer_1[3][1], fragment_uniform_buffer_1[3][2], fragment_uniform_buffer_1[3][3]); fragment_uniform_buffer_1[4] = float4(_TaaFilterWeights[2], fragment_uniform_buffer_1[4][1], fragment_uniform_buffer_1[4][2], fragment_uniform_buffer_1[4][3]); fragment_uniform_buffer_1[5] = float4(_TaaFilterWeights[3], fragment_uniform_buffer_1[5][1], fragment_uniform_buffer_1[5][2], fragment_uniform_buffer_1[5][3]); fragment_uniform_buffer_1[6] = float4(_TaaFilterWeights[4], fragment_uniform_buffer_1[6][1], fragment_uniform_buffer_1[6][2], fragment_uniform_buffer_1[6][3]); fragment_uniform_buffer_1[7] = float4(_TaaFilterWeights[5], fragment_uniform_buffer_1[7][1], fragment_uniform_buffer_1[7][2], fragment_uniform_buffer_1[7][3]); fragment_uniform_buffer_1[8] = float4(_TaaFilterWeights[6], fragment_uniform_buffer_1[8][1], fragment_uniform_buffer_1[8][2], fragment_uniform_buffer_1[8][3]); fragment_uniform_buffer_1[9] = float4(_TaaFilterWeights[7], fragment_uniform_buffer_1[9][1], fragment_uniform_buffer_1[9][2], fragment_uniform_buffer_1[9][3]); fragment_uniform_buffer_1[10] = float4(_TaaFilterWeights[8], fragment_uniform_buffer_1[10][1], fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][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 // !TAA_LOW_PRECISION_SOURCE #ifdef STEREO_INSTANCING_ON #ifndef TAA_LOW_PRECISION_SOURCE #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFilterWeights[9]; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_72 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_74 = fragment_unnamed_72 + 1.0f; float fragment_unnamed_77 = min(fragment_unnamed_74, 1.0f); float fragment_unnamed_87 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_88 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_90 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_91 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_88, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; precise float fragment_unnamed_106 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_88, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_107 = fragment_unnamed_106 + 1.0f; float fragment_unnamed_112 = min(fragment_unnamed_77, fragment_unnamed_107); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_126 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_127 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_137 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_139 = fragment_unnamed_137.x; precise float fragment_unnamed_142 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_143 = fragment_unnamed_142 + 1.0f; bool fragment_unnamed_144 = fragment_unnamed_143 < fragment_unnamed_112; float fragment_unnamed_146 = min(fragment_unnamed_112, fragment_unnamed_143); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; precise float fragment_unnamed_164 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_165 = fragment_unnamed_164 + 1.0f; bool fragment_unnamed_166 = fragment_unnamed_165 < fragment_unnamed_146; float fragment_unnamed_167 = min(fragment_unnamed_146, fragment_unnamed_165); float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; precise float fragment_unnamed_184 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_185 = fragment_unnamed_184 + 1.0f; bool fragment_unnamed_186 = fragment_unnamed_185 < fragment_unnamed_167; float fragment_unnamed_187 = min(fragment_unnamed_185, fragment_unnamed_167); precise float fragment_unnamed_197 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_199 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_200 = fragment_input_1.x + fragment_unnamed_197; precise float fragment_unnamed_201 = fragment_input_1.y + fragment_unnamed_199; float4 fragment_unnamed_211 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_213 = fragment_unnamed_211.x; precise float fragment_unnamed_216 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_217 = fragment_unnamed_216 + 1.0f; bool fragment_unnamed_218 = fragment_unnamed_217 < fragment_unnamed_187; float fragment_unnamed_220 = min(fragment_unnamed_217, fragment_unnamed_187); float fragment_unnamed_230 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_231 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_232 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_233 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float4 fragment_unnamed_243 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_245 = fragment_unnamed_243.x; precise float fragment_unnamed_248 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_249 = fragment_unnamed_248 + 1.0f; bool fragment_unnamed_250 = fragment_unnamed_249 < fragment_unnamed_220; float fragment_unnamed_252 = min(fragment_unnamed_249, fragment_unnamed_220); float4 fragment_unnamed_266 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_268 = fragment_unnamed_266.x; precise float fragment_unnamed_271 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_272 = fragment_unnamed_271 + 1.0f; bool fragment_unnamed_273 = fragment_unnamed_272 < fragment_unnamed_252; precise float fragment_unnamed_285 = fragment_input_1.x + fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_286 = fragment_input_1.y + fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_298 = fragment_unnamed_296.x; precise float fragment_unnamed_301 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_302 = fragment_unnamed_301 + 1.0f; bool fragment_unnamed_303 = fragment_unnamed_302 < min(fragment_unnamed_272, fragment_unnamed_252); float4 fragment_unnamed_325 = _TaaMotionVectorTex.SampleBias(S1, float3(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_303 ? 1065353216u : (fragment_unnamed_273 ? 3212836864u : (fragment_unnamed_250 ? 1065353216u : (fragment_unnamed_218 ? 3212836864u : (fragment_unnamed_186 ? 0u : (fragment_unnamed_166 ? 3212836864u : (fragment_unnamed_144 ? 0u : (((fragment_unnamed_107 < fragment_unnamed_77) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_303 ? 4294967295u : 0u) | (fragment_unnamed_273 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_218 ? 4294967295u : 0u) | (fragment_unnamed_250 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_186 ? 1065353216u : (fragment_unnamed_166 ? 0u : ((fragment_unnamed_144 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_330 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_335 = fragment_unnamed_329 + fragment_input_1.x; precise float fragment_unnamed_336 = fragment_unnamed_330 + fragment_input_1.y; float fragment_unnamed_344 = floor(mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_345 = floor(mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_346 = fragment_unnamed_344 + 0.5f; precise float fragment_unnamed_348 = fragment_unnamed_345 + 0.5f; precise float fragment_unnamed_349 = fragment_unnamed_344 + (-0.5f); precise float fragment_unnamed_350 = fragment_unnamed_345 + (-0.5f); precise float fragment_unnamed_351 = fragment_unnamed_344 + 2.5f; precise float fragment_unnamed_353 = fragment_unnamed_345 + 2.5f; precise float fragment_unnamed_358 = fragment_unnamed_351 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_359 = fragment_unnamed_353 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_346; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_348; float fragment_unnamed_366 = mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 * fragment_unnamed_366; precise float fragment_unnamed_369 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_370 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_372 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = fragment_unnamed_370 * (-1.5f); precise float fragment_unnamed_382 = fragment_unnamed_371 * (-1.5f); precise float fragment_unnamed_386 = fragment_unnamed_368 * 2.5f; precise float fragment_unnamed_387 = fragment_unnamed_369 * 2.5f; precise float fragment_unnamed_388 = fragment_unnamed_368 * 0.5f; precise float fragment_unnamed_389 = fragment_unnamed_369 * 0.5f; float fragment_unnamed_390 = mad(fragment_unnamed_366, 0.5f, mad(fragment_unnamed_368, 2.0f, fragment_unnamed_380)); float fragment_unnamed_391 = mad(fragment_unnamed_367, 0.5f, mad(fragment_unnamed_369, 2.0f, fragment_unnamed_382)); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_386; precise float fragment_unnamed_397 = (-0.0f) - fragment_unnamed_388; precise float fragment_unnamed_398 = (-0.0f) - fragment_unnamed_389; float fragment_unnamed_399 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_397); float fragment_unnamed_400 = mad(fragment_unnamed_373, 0.5f, fragment_unnamed_398); precise float fragment_unnamed_401 = mad(fragment_unnamed_373, 1.5f, fragment_unnamed_392) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_372, 1.5f, fragment_unnamed_393) + 1.0f; precise float fragment_unnamed_403 = fragment_unnamed_391 + fragment_unnamed_401; precise float fragment_unnamed_404 = fragment_unnamed_390 + fragment_unnamed_402; precise float fragment_unnamed_405 = fragment_unnamed_390 / fragment_unnamed_404; precise float fragment_unnamed_406 = fragment_unnamed_391 / fragment_unnamed_403; precise float fragment_unnamed_407 = fragment_unnamed_405 + fragment_unnamed_346; precise float fragment_unnamed_408 = fragment_unnamed_406 + fragment_unnamed_348; precise float fragment_unnamed_413 = fragment_unnamed_349 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_414 = fragment_unnamed_350 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_419 = fragment_unnamed_407 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_420 = fragment_unnamed_408 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_421 = mad(fragment_unnamed_376, 0.5f, mad(fragment_unnamed_373, -0.5f, fragment_unnamed_369)) * fragment_unnamed_404; precise float fragment_unnamed_422 = mad(fragment_unnamed_377, 0.5f, mad(fragment_unnamed_372, -0.5f, fragment_unnamed_368)) * fragment_unnamed_403; float4 fragment_unnamed_427 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_413, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_429 = fragment_unnamed_427.x; float4 fragment_unnamed_435 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_414, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_437 = fragment_unnamed_435.x; float4 fragment_unnamed_443 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_358, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_445 = fragment_unnamed_443.x; precise float fragment_unnamed_451 = dot(float2(fragment_unnamed_429, fragment_unnamed_427.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_461 = dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_462 = fragment_unnamed_422 * dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_463 = fragment_unnamed_422 * fragment_unnamed_451; precise float fragment_unnamed_464 = fragment_unnamed_422 * fragment_unnamed_461; precise float fragment_unnamed_468 = dot(float2(fragment_unnamed_437, fragment_unnamed_435.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_475 = dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_479 = fragment_unnamed_422 + fragment_unnamed_421; precise float fragment_unnamed_483 = fragment_unnamed_403 * fragment_unnamed_399; precise float fragment_unnamed_484 = fragment_unnamed_404 * fragment_unnamed_400; precise float fragment_unnamed_485 = fragment_unnamed_403 * fragment_unnamed_404; precise float fragment_unnamed_486 = 1.0f / mad(fragment_unnamed_400, fragment_unnamed_404, mad(fragment_unnamed_399, fragment_unnamed_403, mad(fragment_unnamed_404, fragment_unnamed_403, fragment_unnamed_479))); float4 fragment_unnamed_490 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_492 = fragment_unnamed_490.x; float4 fragment_unnamed_498 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_359, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_500 = fragment_unnamed_498.x; precise float fragment_unnamed_506 = dot(float2(fragment_unnamed_492, fragment_unnamed_490.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_513 = dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_520 = dot(float2(fragment_unnamed_445, fragment_unnamed_443.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_527 = dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_534 = dot(float2(fragment_unnamed_500, fragment_unnamed_498.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_541 = dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_542 = mad(dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_484, mad(dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_483, mad(dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_485, mad(dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_421, fragment_unnamed_462)))); float fragment_unnamed_543 = mad(fragment_unnamed_534, fragment_unnamed_484, mad(fragment_unnamed_520, fragment_unnamed_483, mad(fragment_unnamed_506, fragment_unnamed_485, mad(fragment_unnamed_468, fragment_unnamed_421, fragment_unnamed_463)))); float fragment_unnamed_544 = mad(fragment_unnamed_541, fragment_unnamed_484, mad(fragment_unnamed_527, fragment_unnamed_483, mad(fragment_unnamed_513, fragment_unnamed_485, mad(fragment_unnamed_475, fragment_unnamed_421, fragment_unnamed_464)))); precise float fragment_unnamed_548 = dot(float2(fragment_unnamed_298, fragment_unnamed_296.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_552 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_553 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_559 = dot(float2(fragment_unnamed_268, fragment_unnamed_266.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_563 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_567 = dot(float2(fragment_unnamed_245, fragment_unnamed_243.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_571 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_572 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_578 = dot(float2(fragment_unnamed_213, fragment_unnamed_211.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_582 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_583 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_590 = fragment_unnamed_181 * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_591 = fragment_unnamed_179.y * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_592 = fragment_unnamed_179.z * fragment_uniform_buffer_1[3u].x; float fragment_unnamed_627 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(0.25f, 0.25f, 0.5f)); float fragment_unnamed_648 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_213, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_298, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_245, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_268, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_139, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_161, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_103, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.x, fragment_unnamed_590)))))))); float fragment_unnamed_649 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_211.y, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_296.y, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_243.y, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_266.y, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_137.y, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_159.y, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.y, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.y, fragment_unnamed_591)))))))); float fragment_unnamed_650 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_211.z, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_296.z, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_243.z, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_266.z, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_137.z, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_159.z, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.z, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.z, fragment_unnamed_592)))))))); precise float fragment_unnamed_654 = dot(float2(fragment_unnamed_648, fragment_unnamed_650), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_658 = dot(float3(fragment_unnamed_648, fragment_unnamed_650, fragment_unnamed_649), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_661 = dot(float3(fragment_unnamed_648, fragment_unnamed_650, fragment_unnamed_649), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_665 = dot(float2(fragment_unnamed_139, fragment_unnamed_137.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_669 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_672 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_673 = fragment_unnamed_669 * fragment_unnamed_669; precise float fragment_unnamed_674 = fragment_unnamed_665 * fragment_unnamed_665; precise float fragment_unnamed_675 = fragment_unnamed_672 * fragment_unnamed_672; precise float fragment_unnamed_682 = dot(float2(fragment_unnamed_161, fragment_unnamed_159.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_686 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_689 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_696 = dot(float2(fragment_unnamed_103, fragment_unnamed_101.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_700 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_703 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_710 = dot(float2(fragment_unnamed_181, fragment_unnamed_179.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_714 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_717 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_733 = fragment_unnamed_669 + fragment_unnamed_658; precise float fragment_unnamed_734 = fragment_unnamed_665 + fragment_unnamed_654; precise float fragment_unnamed_735 = fragment_unnamed_672 + fragment_unnamed_661; precise float fragment_unnamed_736 = fragment_unnamed_686 + fragment_unnamed_733; precise float fragment_unnamed_737 = fragment_unnamed_682 + fragment_unnamed_734; precise float fragment_unnamed_738 = fragment_unnamed_689 + fragment_unnamed_735; precise float fragment_unnamed_739 = fragment_unnamed_700 + fragment_unnamed_736; precise float fragment_unnamed_740 = fragment_unnamed_696 + fragment_unnamed_737; precise float fragment_unnamed_741 = fragment_unnamed_703 + fragment_unnamed_738; precise float fragment_unnamed_742 = fragment_unnamed_714 + fragment_unnamed_739; precise float fragment_unnamed_743 = fragment_unnamed_710 + fragment_unnamed_740; precise float fragment_unnamed_744 = fragment_unnamed_717 + fragment_unnamed_741; precise float fragment_unnamed_745 = fragment_unnamed_583 + fragment_unnamed_742; precise float fragment_unnamed_746 = fragment_unnamed_578 + fragment_unnamed_743; precise float fragment_unnamed_747 = fragment_unnamed_582 + fragment_unnamed_744; precise float fragment_unnamed_748 = fragment_unnamed_572 + fragment_unnamed_745; precise float fragment_unnamed_749 = fragment_unnamed_567 + fragment_unnamed_746; precise float fragment_unnamed_750 = fragment_unnamed_571 + fragment_unnamed_747; precise float fragment_unnamed_751 = fragment_unnamed_627 + fragment_unnamed_748; precise float fragment_unnamed_752 = fragment_unnamed_559 + fragment_unnamed_749; precise float fragment_unnamed_753 = fragment_unnamed_563 + fragment_unnamed_750; precise float fragment_unnamed_754 = fragment_unnamed_553 + fragment_unnamed_751; precise float fragment_unnamed_755 = fragment_unnamed_548 + fragment_unnamed_752; precise float fragment_unnamed_756 = fragment_unnamed_552 + fragment_unnamed_753; precise float fragment_unnamed_757 = fragment_unnamed_754 * 0.111111111938953399658203125f; precise float fragment_unnamed_759 = fragment_unnamed_755 * 0.111111111938953399658203125f; precise float fragment_unnamed_760 = fragment_unnamed_756 * 0.111111111938953399658203125f; precise float fragment_unnamed_761 = fragment_unnamed_757 * fragment_unnamed_757; precise float fragment_unnamed_762 = fragment_unnamed_759 * fragment_unnamed_759; precise float fragment_unnamed_763 = fragment_unnamed_760 * fragment_unnamed_760; precise float fragment_unnamed_764 = (-0.0f) - fragment_unnamed_761; precise float fragment_unnamed_765 = (-0.0f) - fragment_unnamed_762; precise float fragment_unnamed_766 = (-0.0f) - fragment_unnamed_763; precise float fragment_unnamed_779 = sqrt(abs(mad(mad(fragment_unnamed_553, fragment_unnamed_553, mad(fragment_unnamed_627, fragment_unnamed_627, mad(fragment_unnamed_572, fragment_unnamed_572, mad(fragment_unnamed_583, fragment_unnamed_583, mad(fragment_unnamed_714, fragment_unnamed_714, mad(fragment_unnamed_700, fragment_unnamed_700, mad(fragment_unnamed_686, fragment_unnamed_686, mad(fragment_unnamed_658, fragment_unnamed_658, fragment_unnamed_673)))))))), 0.111111111938953399658203125f, fragment_unnamed_764))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_780 = sqrt(abs(mad(mad(fragment_unnamed_548, fragment_unnamed_548, mad(fragment_unnamed_559, fragment_unnamed_559, mad(fragment_unnamed_567, fragment_unnamed_567, mad(fragment_unnamed_578, fragment_unnamed_578, mad(fragment_unnamed_710, fragment_unnamed_710, mad(fragment_unnamed_696, fragment_unnamed_696, mad(fragment_unnamed_682, fragment_unnamed_682, mad(fragment_unnamed_654, fragment_unnamed_654, fragment_unnamed_674)))))))), 0.111111111938953399658203125f, fragment_unnamed_765))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_781 = sqrt(abs(mad(mad(fragment_unnamed_552, fragment_unnamed_552, mad(fragment_unnamed_563, fragment_unnamed_563, mad(fragment_unnamed_571, fragment_unnamed_571, mad(fragment_unnamed_582, fragment_unnamed_582, mad(fragment_unnamed_717, fragment_unnamed_717, mad(fragment_unnamed_703, fragment_unnamed_703, mad(fragment_unnamed_689, fragment_unnamed_689, mad(fragment_unnamed_661, fragment_unnamed_661, fragment_unnamed_675)))))))), 0.111111111938953399658203125f, fragment_unnamed_766))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_782 = (-0.0f) - fragment_unnamed_779; precise float fragment_unnamed_783 = (-0.0f) - fragment_unnamed_780; precise float fragment_unnamed_784 = (-0.0f) - fragment_unnamed_781; float fragment_unnamed_839 = max(mad(fragment_unnamed_754, 0.111111111938953399658203125f, fragment_unnamed_782), min(fragment_unnamed_553, min(min(min(min(fragment_unnamed_714, min(fragment_unnamed_700, min(min(fragment_unnamed_658, fragment_unnamed_669), fragment_unnamed_686))), fragment_unnamed_583), fragment_unnamed_572), fragment_unnamed_627))); float fragment_unnamed_840 = max(mad(fragment_unnamed_755, 0.111111111938953399658203125f, fragment_unnamed_783), min(fragment_unnamed_548, min(min(min(min(fragment_unnamed_710, min(fragment_unnamed_696, min(min(fragment_unnamed_654, fragment_unnamed_665), fragment_unnamed_682))), fragment_unnamed_578), fragment_unnamed_567), fragment_unnamed_559))); float fragment_unnamed_841 = max(mad(fragment_unnamed_756, 0.111111111938953399658203125f, fragment_unnamed_784), min(fragment_unnamed_552, min(min(min(min(fragment_unnamed_717, min(fragment_unnamed_703, min(min(fragment_unnamed_661, fragment_unnamed_672), fragment_unnamed_689))), fragment_unnamed_582), fragment_unnamed_571), fragment_unnamed_563))); float fragment_unnamed_842 = min(mad(fragment_unnamed_754, 0.111111111938953399658203125f, fragment_unnamed_779), max(max(max(max(max(max(max(max(fragment_unnamed_658, fragment_unnamed_669), fragment_unnamed_686), fragment_unnamed_700), fragment_unnamed_714), fragment_unnamed_583), fragment_unnamed_572), fragment_unnamed_627), fragment_unnamed_553)); float fragment_unnamed_843 = min(mad(fragment_unnamed_755, 0.111111111938953399658203125f, fragment_unnamed_780), max(max(max(max(max(max(max(max(fragment_unnamed_654, fragment_unnamed_665), fragment_unnamed_682), fragment_unnamed_696), fragment_unnamed_710), fragment_unnamed_578), fragment_unnamed_567), fragment_unnamed_559), fragment_unnamed_548)); float fragment_unnamed_844 = min(mad(fragment_unnamed_756, 0.111111111938953399658203125f, fragment_unnamed_781), max(max(max(max(max(max(max(max(fragment_unnamed_661, fragment_unnamed_672), fragment_unnamed_689), fragment_unnamed_703), fragment_unnamed_717), fragment_unnamed_582), fragment_unnamed_571), fragment_unnamed_563), fragment_unnamed_552)); precise float fragment_unnamed_845 = fragment_unnamed_839 + fragment_unnamed_842; precise float fragment_unnamed_846 = fragment_unnamed_840 + fragment_unnamed_843; precise float fragment_unnamed_847 = fragment_unnamed_841 + fragment_unnamed_844; precise float fragment_unnamed_848 = (-0.0f) - fragment_unnamed_839; precise float fragment_unnamed_849 = (-0.0f) - fragment_unnamed_840; precise float fragment_unnamed_850 = (-0.0f) - fragment_unnamed_841; precise float fragment_unnamed_851 = fragment_unnamed_848 + fragment_unnamed_842; precise float fragment_unnamed_852 = fragment_unnamed_849 + fragment_unnamed_843; precise float fragment_unnamed_853 = fragment_unnamed_850 + fragment_unnamed_844; precise float fragment_unnamed_854 = fragment_unnamed_851 * 0.5f; precise float fragment_unnamed_855 = fragment_unnamed_852 * 0.5f; precise float fragment_unnamed_856 = fragment_unnamed_853 * 0.5f; precise float fragment_unnamed_861 = fragment_unnamed_845 * 0.5f; precise float fragment_unnamed_862 = fragment_unnamed_846 * 0.5f; precise float fragment_unnamed_863 = fragment_unnamed_847 * 0.5f; precise float fragment_unnamed_864 = (-0.0f) - fragment_unnamed_861; precise float fragment_unnamed_865 = (-0.0f) - fragment_unnamed_862; precise float fragment_unnamed_866 = (-0.0f) - fragment_unnamed_863; float fragment_unnamed_867 = mad(fragment_unnamed_542, fragment_unnamed_486, fragment_unnamed_864); float fragment_unnamed_868 = mad(fragment_unnamed_543, fragment_unnamed_486, fragment_unnamed_865); float fragment_unnamed_869 = mad(fragment_unnamed_544, fragment_unnamed_486, fragment_unnamed_866); precise float fragment_unnamed_870 = fragment_unnamed_486 * fragment_unnamed_542; precise float fragment_unnamed_871 = fragment_unnamed_486 * fragment_unnamed_543; precise float fragment_unnamed_872 = fragment_unnamed_486 * fragment_unnamed_544; precise float fragment_unnamed_873 = fragment_unnamed_867 / max(fragment_unnamed_854, 6.103515625e-05f); precise float fragment_unnamed_874 = fragment_unnamed_868 / max(fragment_unnamed_855, 6.103515625e-05f); precise float fragment_unnamed_875 = fragment_unnamed_869 / max(fragment_unnamed_856, 6.103515625e-05f); float fragment_unnamed_880 = max(abs(fragment_unnamed_875), max(abs(fragment_unnamed_874), abs(fragment_unnamed_873))); precise float fragment_unnamed_881 = fragment_unnamed_867 / fragment_unnamed_880; precise float fragment_unnamed_882 = fragment_unnamed_868 / fragment_unnamed_880; precise float fragment_unnamed_883 = fragment_unnamed_869 / fragment_unnamed_880; bool fragment_unnamed_884 = 1.0f < fragment_unnamed_880; float fragment_unnamed_895 = asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_845, 0.5f, fragment_unnamed_881)) : asuint(fragment_unnamed_870)); precise float fragment_unnamed_900 = fragment_unnamed_895 + 1.0f; precise float fragment_unnamed_901 = 1.0f / fragment_unnamed_900; precise float fragment_unnamed_902 = fragment_unnamed_901 * fragment_unnamed_895; precise float fragment_unnamed_903 = fragment_unnamed_901 * asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_846, 0.5f, fragment_unnamed_882)) : asuint(fragment_unnamed_871)); precise float fragment_unnamed_904 = fragment_unnamed_901 * asfloat(fragment_unnamed_884 ? asuint(mad(fragment_unnamed_847, 0.5f, fragment_unnamed_883)) : asuint(fragment_unnamed_872)); precise float fragment_unnamed_905 = fragment_unnamed_658 + 1.0f; precise float fragment_unnamed_906 = 1.0f / fragment_unnamed_905; precise float fragment_unnamed_907 = (-0.0f) - fragment_unnamed_902; precise float fragment_unnamed_908 = (-0.0f) - fragment_unnamed_903; precise float fragment_unnamed_909 = (-0.0f) - fragment_unnamed_904; precise float fragment_unnamed_917 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_918 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_919 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_920 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_921 = fragment_unnamed_919 + fragment_unnamed_917; precise float fragment_unnamed_922 = fragment_unnamed_920 + fragment_unnamed_918; float fragment_unnamed_937 = asfloat(((((0.5f < abs(fragment_unnamed_922)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_921)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_938 = mad(fragment_unnamed_937, mad(fragment_unnamed_658, fragment_unnamed_906, fragment_unnamed_907), fragment_unnamed_902); precise float fragment_unnamed_941 = (-0.0f) - fragment_unnamed_938; precise float fragment_unnamed_942 = fragment_unnamed_941 + 1.0f; precise float fragment_unnamed_943 = 1.0f / fragment_unnamed_942; float fragment_unnamed_944 = mad(mad(fragment_unnamed_937, mad(fragment_unnamed_661, fragment_unnamed_906, fragment_unnamed_909), fragment_unnamed_904), fragment_unnamed_943, -0.501960813999176025390625f); float fragment_unnamed_946 = mad(mad(fragment_unnamed_937, mad(fragment_unnamed_654, fragment_unnamed_906, fragment_unnamed_908), fragment_unnamed_903), fragment_unnamed_943, -0.501960813999176025390625f); precise float fragment_unnamed_947 = (-0.0f) - fragment_unnamed_946; precise float fragment_unnamed_951 = (-0.0f) - fragment_unnamed_944; precise float fragment_unnamed_952 = fragment_unnamed_951 + mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_947); precise float fragment_unnamed_953 = (-0.0f) - fragment_unnamed_944; precise float fragment_unnamed_954 = fragment_unnamed_953 + mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_946); fragment_output_0.x = max(fragment_unnamed_954, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_938, fragment_unnamed_943, fragment_unnamed_944), 0.0f); fragment_output_0.z = max(fragment_unnamed_952, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[2] = float4(_TaaFilterWeights[0], fragment_uniform_buffer_1[2][1], fragment_uniform_buffer_1[2][2], fragment_uniform_buffer_1[2][3]); fragment_uniform_buffer_1[3] = float4(_TaaFilterWeights[1], fragment_uniform_buffer_1[3][1], fragment_uniform_buffer_1[3][2], fragment_uniform_buffer_1[3][3]); fragment_uniform_buffer_1[4] = float4(_TaaFilterWeights[2], fragment_uniform_buffer_1[4][1], fragment_uniform_buffer_1[4][2], fragment_uniform_buffer_1[4][3]); fragment_uniform_buffer_1[5] = float4(_TaaFilterWeights[3], fragment_uniform_buffer_1[5][1], fragment_uniform_buffer_1[5][2], fragment_uniform_buffer_1[5][3]); fragment_uniform_buffer_1[6] = float4(_TaaFilterWeights[4], fragment_uniform_buffer_1[6][1], fragment_uniform_buffer_1[6][2], fragment_uniform_buffer_1[6][3]); fragment_uniform_buffer_1[7] = float4(_TaaFilterWeights[5], fragment_uniform_buffer_1[7][1], fragment_uniform_buffer_1[7][2], fragment_uniform_buffer_1[7][3]); fragment_uniform_buffer_1[8] = float4(_TaaFilterWeights[6], fragment_uniform_buffer_1[8][1], fragment_uniform_buffer_1[8][2], fragment_uniform_buffer_1[8][3]); fragment_uniform_buffer_1[9] = float4(_TaaFilterWeights[7], fragment_uniform_buffer_1[9][1], fragment_uniform_buffer_1[9][2], fragment_uniform_buffer_1[9][3]); fragment_uniform_buffer_1[10] = float4(_TaaFilterWeights[8], fragment_uniform_buffer_1[10][1], fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][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 // !TAA_LOW_PRECISION_SOURCE #ifdef TAA_LOW_PRECISION_SOURCE #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFilterWeights[9]; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[133]; static float4 fragment_uniform_buffer_1[11]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; Texture2D _TaaMotionVectorTex; Texture2D _TaaAccumulationTex; SamplerState S0; SamplerState S1; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_58 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_60 = fragment_unnamed_58 + 1.0f; float fragment_unnamed_63 = min(fragment_unnamed_60, 1.0f); float fragment_unnamed_73 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_75 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_76 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_77 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); precise float fragment_unnamed_84 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_85 = fragment_unnamed_84 + 1.0f; float fragment_unnamed_90 = min(fragment_unnamed_85, fragment_unnamed_63); float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_103 = mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_104 = mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_105 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); precise float fragment_unnamed_112 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_113 = fragment_unnamed_112 + 1.0f; bool fragment_unnamed_114 = fragment_unnamed_113 < fragment_unnamed_90; float fragment_unnamed_116 = min(fragment_unnamed_113, fragment_unnamed_90); precise float fragment_unnamed_126 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_103), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_127 = fragment_unnamed_126 + 1.0f; bool fragment_unnamed_128 = fragment_unnamed_127 < fragment_unnamed_116; float fragment_unnamed_129 = min(fragment_unnamed_127, fragment_unnamed_116); precise float fragment_unnamed_138 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_75), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_139 = fragment_unnamed_138 + 1.0f; bool fragment_unnamed_140 = fragment_unnamed_139 < fragment_unnamed_129; float fragment_unnamed_141 = min(fragment_unnamed_139, fragment_unnamed_129); precise float fragment_unnamed_151 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_153 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_154 = fragment_input_1.x + fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_input_1.y + fragment_unnamed_153; float4 fragment_unnamed_166 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_168 = fragment_unnamed_166.x; precise float fragment_unnamed_171 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_154, fragment_unnamed_155), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_172 = fragment_unnamed_171 + 1.0f; bool fragment_unnamed_173 = fragment_unnamed_172 < fragment_unnamed_141; float fragment_unnamed_175 = min(fragment_unnamed_172, fragment_unnamed_141); float fragment_unnamed_185 = mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_186 = mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_187 = mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_188 = mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y); precise float fragment_unnamed_195 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_196 = fragment_unnamed_195 + 1.0f; bool fragment_unnamed_197 = fragment_unnamed_196 < fragment_unnamed_175; float fragment_unnamed_199 = min(fragment_unnamed_196, fragment_unnamed_175); precise float fragment_unnamed_210 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_211 = fragment_unnamed_210 + 1.0f; bool fragment_unnamed_212 = fragment_unnamed_211 < fragment_unnamed_199; precise float fragment_unnamed_224 = fragment_input_1.x + fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_225 = fragment_input_1.y + fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_235 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_237 = fragment_unnamed_235.x; precise float fragment_unnamed_240 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_224, fragment_unnamed_225), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_241 = fragment_unnamed_240 + 1.0f; bool fragment_unnamed_242 = fragment_unnamed_241 < min(fragment_unnamed_211, fragment_unnamed_199); float4 fragment_unnamed_264 = _TaaMotionVectorTex.SampleBias(S1, float2(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_242 ? 1065353216u : (fragment_unnamed_212 ? 3212836864u : (fragment_unnamed_197 ? 1065353216u : (fragment_unnamed_173 ? 3212836864u : (fragment_unnamed_140 ? 0u : (fragment_unnamed_128 ? 3212836864u : (fragment_unnamed_114 ? 0u : (((fragment_unnamed_85 < fragment_unnamed_63) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_242 ? 4294967295u : 0u) | (fragment_unnamed_212 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_173 ? 4294967295u : 0u) | (fragment_unnamed_197 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_140 ? 1065353216u : (fragment_unnamed_128 ? 0u : ((fragment_unnamed_114 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_268 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_269 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_274 = fragment_unnamed_268 + fragment_input_1.x; precise float fragment_unnamed_275 = fragment_unnamed_269 + fragment_input_1.y; float fragment_unnamed_283 = floor(mad(fragment_unnamed_274, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_284 = floor(mad(fragment_unnamed_275, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_285 = fragment_unnamed_283 + 0.5f; precise float fragment_unnamed_287 = fragment_unnamed_284 + 0.5f; precise float fragment_unnamed_288 = fragment_unnamed_283 + (-0.5f); precise float fragment_unnamed_289 = fragment_unnamed_284 + (-0.5f); precise float fragment_unnamed_290 = fragment_unnamed_283 + 2.5f; precise float fragment_unnamed_292 = fragment_unnamed_284 + 2.5f; precise float fragment_unnamed_297 = fragment_unnamed_290 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_298 = fragment_unnamed_292 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_285; precise float fragment_unnamed_304 = (-0.0f) - fragment_unnamed_287; float fragment_unnamed_305 = mad(fragment_unnamed_274, fragment_uniform_buffer_1[1u].z, fragment_unnamed_303); float fragment_unnamed_306 = mad(fragment_unnamed_275, fragment_uniform_buffer_1[1u].w, fragment_unnamed_304); precise float fragment_unnamed_307 = fragment_unnamed_305 * fragment_unnamed_305; precise float fragment_unnamed_308 = fragment_unnamed_306 * fragment_unnamed_306; precise float fragment_unnamed_309 = fragment_unnamed_305 * fragment_unnamed_307; precise float fragment_unnamed_310 = fragment_unnamed_306 * fragment_unnamed_308; precise float fragment_unnamed_311 = fragment_unnamed_305 * fragment_unnamed_307; precise float fragment_unnamed_312 = fragment_unnamed_306 * fragment_unnamed_308; precise float fragment_unnamed_315 = (-0.0f) - fragment_unnamed_306; precise float fragment_unnamed_316 = (-0.0f) - fragment_unnamed_305; precise float fragment_unnamed_319 = fragment_unnamed_309 * (-1.5f); precise float fragment_unnamed_321 = fragment_unnamed_310 * (-1.5f); precise float fragment_unnamed_325 = fragment_unnamed_307 * 2.5f; precise float fragment_unnamed_326 = fragment_unnamed_308 * 2.5f; precise float fragment_unnamed_327 = fragment_unnamed_307 * 0.5f; precise float fragment_unnamed_328 = fragment_unnamed_308 * 0.5f; float fragment_unnamed_329 = mad(fragment_unnamed_305, 0.5f, mad(fragment_unnamed_307, 2.0f, fragment_unnamed_319)); float fragment_unnamed_330 = mad(fragment_unnamed_306, 0.5f, mad(fragment_unnamed_308, 2.0f, fragment_unnamed_321)); precise float fragment_unnamed_331 = (-0.0f) - fragment_unnamed_326; precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_325; precise float fragment_unnamed_336 = (-0.0f) - fragment_unnamed_327; precise float fragment_unnamed_337 = (-0.0f) - fragment_unnamed_328; float fragment_unnamed_338 = mad(fragment_unnamed_311, 0.5f, fragment_unnamed_336); float fragment_unnamed_339 = mad(fragment_unnamed_312, 0.5f, fragment_unnamed_337); precise float fragment_unnamed_340 = mad(fragment_unnamed_312, 1.5f, fragment_unnamed_331) + 1.0f; precise float fragment_unnamed_341 = mad(fragment_unnamed_311, 1.5f, fragment_unnamed_332) + 1.0f; precise float fragment_unnamed_342 = fragment_unnamed_330 + fragment_unnamed_340; precise float fragment_unnamed_343 = fragment_unnamed_329 + fragment_unnamed_341; precise float fragment_unnamed_344 = fragment_unnamed_329 / fragment_unnamed_343; precise float fragment_unnamed_345 = fragment_unnamed_330 / fragment_unnamed_342; precise float fragment_unnamed_346 = fragment_unnamed_344 + fragment_unnamed_285; precise float fragment_unnamed_347 = fragment_unnamed_345 + fragment_unnamed_287; precise float fragment_unnamed_352 = fragment_unnamed_288 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_353 = fragment_unnamed_289 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_358 = fragment_unnamed_346 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_359 = fragment_unnamed_347 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_360 = mad(fragment_unnamed_315, 0.5f, mad(fragment_unnamed_312, -0.5f, fragment_unnamed_308)) * fragment_unnamed_343; precise float fragment_unnamed_361 = mad(fragment_unnamed_316, 0.5f, mad(fragment_unnamed_311, -0.5f, fragment_unnamed_307)) * fragment_unnamed_342; float4 fragment_unnamed_366 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_352, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_368 = fragment_unnamed_366.x; float4 fragment_unnamed_374 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_353), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_376 = fragment_unnamed_374.x; precise float fragment_unnamed_382 = dot(float2(fragment_unnamed_368, fragment_unnamed_366.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_393 = dot(float3(fragment_unnamed_368, fragment_unnamed_366.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_394 = fragment_unnamed_361 * dot(float3(fragment_unnamed_368, fragment_unnamed_366.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_395 = fragment_unnamed_361 * fragment_unnamed_382; precise float fragment_unnamed_396 = fragment_unnamed_361 * fragment_unnamed_393; precise float fragment_unnamed_400 = dot(float2(fragment_unnamed_376, fragment_unnamed_374.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_407 = dot(float3(fragment_unnamed_376, fragment_unnamed_374.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_411 = fragment_unnamed_361 + fragment_unnamed_360; precise float fragment_unnamed_415 = fragment_unnamed_342 * fragment_unnamed_338; precise float fragment_unnamed_416 = fragment_unnamed_343 * fragment_unnamed_339; precise float fragment_unnamed_417 = fragment_unnamed_342 * fragment_unnamed_343; precise float fragment_unnamed_418 = 1.0f / mad(fragment_unnamed_339, fragment_unnamed_343, mad(fragment_unnamed_338, fragment_unnamed_342, mad(fragment_unnamed_343, fragment_unnamed_342, fragment_unnamed_411))); float4 fragment_unnamed_422 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_424 = fragment_unnamed_422.x; precise float fragment_unnamed_430 = dot(float2(fragment_unnamed_424, fragment_unnamed_422.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_437 = dot(float3(fragment_unnamed_424, fragment_unnamed_422.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float4 fragment_unnamed_444 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_297, fragment_unnamed_359), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_446 = fragment_unnamed_444.x; float4 fragment_unnamed_452 = _TaaAccumulationTex.SampleBias(S1, float2(fragment_unnamed_358, fragment_unnamed_298), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_454 = fragment_unnamed_452.x; precise float fragment_unnamed_460 = dot(float2(fragment_unnamed_446, fragment_unnamed_444.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_467 = dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_474 = dot(float2(fragment_unnamed_454, fragment_unnamed_452.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_481 = dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_485 = fragment_unnamed_418 * mad(dot(float3(fragment_unnamed_454, fragment_unnamed_452.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_416, mad(dot(float3(fragment_unnamed_446, fragment_unnamed_444.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_415, mad(dot(float3(fragment_unnamed_424, fragment_unnamed_422.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_417, mad(dot(float3(fragment_unnamed_376, fragment_unnamed_374.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_360, fragment_unnamed_394)))); precise float fragment_unnamed_486 = fragment_unnamed_418 * mad(fragment_unnamed_474, fragment_unnamed_416, mad(fragment_unnamed_460, fragment_unnamed_415, mad(fragment_unnamed_430, fragment_unnamed_417, mad(fragment_unnamed_400, fragment_unnamed_360, fragment_unnamed_395)))); precise float fragment_unnamed_487 = fragment_unnamed_418 * mad(fragment_unnamed_481, fragment_unnamed_416, mad(fragment_unnamed_467, fragment_unnamed_415, mad(fragment_unnamed_437, fragment_unnamed_417, mad(fragment_unnamed_407, fragment_unnamed_360, fragment_unnamed_396)))); float4 fragment_unnamed_495 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_503 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_73, fragment_unnamed_75), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_505 = fragment_unnamed_503.x; float4 fragment_unnamed_511 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_76, fragment_unnamed_77), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_513 = fragment_unnamed_511.x; precise float fragment_unnamed_520 = fragment_unnamed_505 * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_521 = fragment_unnamed_503.y * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_522 = fragment_unnamed_503.z * fragment_uniform_buffer_1[3u].x; float4 fragment_unnamed_539 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_101, fragment_unnamed_103), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_541 = fragment_unnamed_539.x; float4 fragment_unnamed_547 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_104, fragment_unnamed_105), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_549 = fragment_unnamed_547.x; float4 fragment_unnamed_569 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_185, fragment_unnamed_186), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_571 = fragment_unnamed_569.x; float4 fragment_unnamed_577 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_187, fragment_unnamed_188), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_579 = fragment_unnamed_577.x; float fragment_unnamed_607 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_168, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_237, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_579, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_571, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_549, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_541, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_513, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_495.x, fragment_unnamed_520)))))))); float fragment_unnamed_608 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_166.y, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_235.y, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_577.y, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_569.y, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_547.y, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_539.y, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_511.y, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_495.y, fragment_unnamed_521)))))))); float fragment_unnamed_609 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_166.z, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_235.z, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_577.z, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_569.z, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_547.z, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_539.z, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_511.z, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_495.z, fragment_unnamed_522)))))))); precise float fragment_unnamed_613 = dot(float2(fragment_unnamed_607, fragment_unnamed_609), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_617 = dot(float3(fragment_unnamed_607, fragment_unnamed_609, fragment_unnamed_608), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_620 = dot(float3(fragment_unnamed_607, fragment_unnamed_609, fragment_unnamed_608), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_624 = dot(float2(fragment_unnamed_549, fragment_unnamed_547.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_628 = dot(float3(fragment_unnamed_549, fragment_unnamed_547.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_631 = dot(float3(fragment_unnamed_549, fragment_unnamed_547.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_632 = fragment_unnamed_628 * fragment_unnamed_628; precise float fragment_unnamed_633 = fragment_unnamed_624 * fragment_unnamed_624; precise float fragment_unnamed_634 = fragment_unnamed_631 * fragment_unnamed_631; precise float fragment_unnamed_641 = dot(float2(fragment_unnamed_541, fragment_unnamed_539.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_645 = dot(float3(fragment_unnamed_541, fragment_unnamed_539.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_648 = dot(float3(fragment_unnamed_541, fragment_unnamed_539.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_655 = dot(float2(fragment_unnamed_513, fragment_unnamed_511.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_659 = dot(float3(fragment_unnamed_513, fragment_unnamed_511.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_662 = dot(float3(fragment_unnamed_513, fragment_unnamed_511.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_669 = dot(float2(fragment_unnamed_505, fragment_unnamed_503.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_673 = dot(float3(fragment_unnamed_505, fragment_unnamed_503.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_676 = dot(float3(fragment_unnamed_505, fragment_unnamed_503.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_683 = dot(float2(fragment_unnamed_168, fragment_unnamed_166.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_687 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_690 = dot(float3(fragment_unnamed_168, fragment_unnamed_166.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_697 = dot(float2(fragment_unnamed_579, fragment_unnamed_577.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_701 = dot(float3(fragment_unnamed_579, fragment_unnamed_577.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_704 = dot(float3(fragment_unnamed_579, fragment_unnamed_577.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_711 = dot(float2(fragment_unnamed_571, fragment_unnamed_569.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_715 = dot(float3(fragment_unnamed_571, fragment_unnamed_569.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_718 = dot(float3(fragment_unnamed_571, fragment_unnamed_569.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_725 = dot(float2(fragment_unnamed_237, fragment_unnamed_235.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_729 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_732 = dot(float3(fragment_unnamed_237, fragment_unnamed_235.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_736 = fragment_unnamed_628 + fragment_unnamed_617; precise float fragment_unnamed_737 = fragment_unnamed_624 + fragment_unnamed_613; precise float fragment_unnamed_738 = fragment_unnamed_631 + fragment_unnamed_620; precise float fragment_unnamed_739 = fragment_unnamed_645 + fragment_unnamed_736; precise float fragment_unnamed_740 = fragment_unnamed_641 + fragment_unnamed_737; precise float fragment_unnamed_741 = fragment_unnamed_648 + fragment_unnamed_738; precise float fragment_unnamed_742 = fragment_unnamed_659 + fragment_unnamed_739; precise float fragment_unnamed_743 = fragment_unnamed_655 + fragment_unnamed_740; precise float fragment_unnamed_744 = fragment_unnamed_662 + fragment_unnamed_741; precise float fragment_unnamed_745 = fragment_unnamed_673 + fragment_unnamed_742; precise float fragment_unnamed_746 = fragment_unnamed_669 + fragment_unnamed_743; precise float fragment_unnamed_747 = fragment_unnamed_676 + fragment_unnamed_744; precise float fragment_unnamed_748 = fragment_unnamed_687 + fragment_unnamed_745; precise float fragment_unnamed_749 = fragment_unnamed_683 + fragment_unnamed_746; precise float fragment_unnamed_750 = fragment_unnamed_690 + fragment_unnamed_747; precise float fragment_unnamed_751 = fragment_unnamed_701 + fragment_unnamed_748; precise float fragment_unnamed_752 = fragment_unnamed_697 + fragment_unnamed_749; precise float fragment_unnamed_753 = fragment_unnamed_704 + fragment_unnamed_750; precise float fragment_unnamed_754 = fragment_unnamed_715 + fragment_unnamed_751; precise float fragment_unnamed_755 = fragment_unnamed_711 + fragment_unnamed_752; precise float fragment_unnamed_756 = fragment_unnamed_718 + fragment_unnamed_753; precise float fragment_unnamed_757 = fragment_unnamed_729 + fragment_unnamed_754; precise float fragment_unnamed_758 = fragment_unnamed_725 + fragment_unnamed_755; precise float fragment_unnamed_759 = fragment_unnamed_732 + fragment_unnamed_756; precise float fragment_unnamed_760 = fragment_unnamed_757 * 0.111111111938953399658203125f; precise float fragment_unnamed_762 = fragment_unnamed_758 * 0.111111111938953399658203125f; precise float fragment_unnamed_763 = fragment_unnamed_759 * 0.111111111938953399658203125f; precise float fragment_unnamed_764 = fragment_unnamed_760 * fragment_unnamed_760; precise float fragment_unnamed_765 = fragment_unnamed_762 * fragment_unnamed_762; precise float fragment_unnamed_766 = fragment_unnamed_763 * fragment_unnamed_763; precise float fragment_unnamed_767 = (-0.0f) - fragment_unnamed_764; precise float fragment_unnamed_768 = (-0.0f) - fragment_unnamed_765; precise float fragment_unnamed_769 = (-0.0f) - fragment_unnamed_766; precise float fragment_unnamed_782 = sqrt(abs(mad(mad(fragment_unnamed_729, fragment_unnamed_729, mad(fragment_unnamed_715, fragment_unnamed_715, mad(fragment_unnamed_701, fragment_unnamed_701, mad(fragment_unnamed_687, fragment_unnamed_687, mad(fragment_unnamed_673, fragment_unnamed_673, mad(fragment_unnamed_659, fragment_unnamed_659, mad(fragment_unnamed_645, fragment_unnamed_645, mad(fragment_unnamed_617, fragment_unnamed_617, fragment_unnamed_632)))))))), 0.111111111938953399658203125f, fragment_unnamed_767))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_783 = sqrt(abs(mad(mad(fragment_unnamed_725, fragment_unnamed_725, mad(fragment_unnamed_711, fragment_unnamed_711, mad(fragment_unnamed_697, fragment_unnamed_697, mad(fragment_unnamed_683, fragment_unnamed_683, mad(fragment_unnamed_669, fragment_unnamed_669, mad(fragment_unnamed_655, fragment_unnamed_655, mad(fragment_unnamed_641, fragment_unnamed_641, mad(fragment_unnamed_613, fragment_unnamed_613, fragment_unnamed_633)))))))), 0.111111111938953399658203125f, fragment_unnamed_768))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_784 = sqrt(abs(mad(mad(fragment_unnamed_732, fragment_unnamed_732, mad(fragment_unnamed_718, fragment_unnamed_718, mad(fragment_unnamed_704, fragment_unnamed_704, mad(fragment_unnamed_690, fragment_unnamed_690, mad(fragment_unnamed_676, fragment_unnamed_676, mad(fragment_unnamed_662, fragment_unnamed_662, mad(fragment_unnamed_648, fragment_unnamed_648, mad(fragment_unnamed_620, fragment_unnamed_620, fragment_unnamed_634)))))))), 0.111111111938953399658203125f, fragment_unnamed_769))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_785 = (-0.0f) - fragment_unnamed_782; precise float fragment_unnamed_786 = (-0.0f) - fragment_unnamed_783; precise float fragment_unnamed_787 = (-0.0f) - fragment_unnamed_784; float fragment_unnamed_851 = min(min(mad(fragment_unnamed_757, 0.111111111938953399658203125f, fragment_unnamed_782), max(max(fragment_unnamed_715, max(fragment_unnamed_701, max(max(fragment_unnamed_673, max(max(max(fragment_unnamed_617, fragment_unnamed_628), fragment_unnamed_645), fragment_unnamed_659)), fragment_unnamed_687))), fragment_unnamed_729)), max(max(mad(fragment_unnamed_757, 0.111111111938953399658203125f, fragment_unnamed_785), min(min(min(min(min(fragment_unnamed_673, min(min(min(fragment_unnamed_617, fragment_unnamed_628), fragment_unnamed_645), fragment_unnamed_659)), fragment_unnamed_687), fragment_unnamed_701), fragment_unnamed_715), fragment_unnamed_729)), fragment_unnamed_485)); precise float fragment_unnamed_854 = fragment_unnamed_851 + 1.0f; precise float fragment_unnamed_855 = 1.0f / fragment_unnamed_854; precise float fragment_unnamed_856 = fragment_unnamed_855 * fragment_unnamed_851; precise float fragment_unnamed_857 = fragment_unnamed_855 * min(min(mad(fragment_unnamed_758, 0.111111111938953399658203125f, fragment_unnamed_783), max(max(fragment_unnamed_711, max(fragment_unnamed_697, max(max(fragment_unnamed_669, max(max(max(fragment_unnamed_613, fragment_unnamed_624), fragment_unnamed_641), fragment_unnamed_655)), fragment_unnamed_683))), fragment_unnamed_725)), max(max(mad(fragment_unnamed_758, 0.111111111938953399658203125f, fragment_unnamed_786), min(min(min(min(min(fragment_unnamed_669, min(min(min(fragment_unnamed_613, fragment_unnamed_624), fragment_unnamed_641), fragment_unnamed_655)), fragment_unnamed_683), fragment_unnamed_697), fragment_unnamed_711), fragment_unnamed_725)), fragment_unnamed_486)); precise float fragment_unnamed_858 = fragment_unnamed_855 * min(min(mad(fragment_unnamed_759, 0.111111111938953399658203125f, fragment_unnamed_784), max(max(fragment_unnamed_718, max(fragment_unnamed_704, max(max(fragment_unnamed_676, max(max(max(fragment_unnamed_620, fragment_unnamed_631), fragment_unnamed_648), fragment_unnamed_662)), fragment_unnamed_690))), fragment_unnamed_732)), max(max(mad(fragment_unnamed_759, 0.111111111938953399658203125f, fragment_unnamed_787), min(min(min(min(min(fragment_unnamed_676, min(min(min(fragment_unnamed_620, fragment_unnamed_631), fragment_unnamed_648), fragment_unnamed_662)), fragment_unnamed_690), fragment_unnamed_704), fragment_unnamed_718), fragment_unnamed_732)), fragment_unnamed_487)); precise float fragment_unnamed_859 = fragment_unnamed_617 + 1.0f; precise float fragment_unnamed_860 = 1.0f / fragment_unnamed_859; precise float fragment_unnamed_861 = (-0.0f) - fragment_unnamed_856; precise float fragment_unnamed_862 = (-0.0f) - fragment_unnamed_857; precise float fragment_unnamed_863 = (-0.0f) - fragment_unnamed_858; precise float fragment_unnamed_871 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_872 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_873 = (-0.0f) - fragment_unnamed_264.x; precise float fragment_unnamed_874 = (-0.0f) - fragment_unnamed_264.y; precise float fragment_unnamed_875 = fragment_unnamed_873 + fragment_unnamed_871; precise float fragment_unnamed_876 = fragment_unnamed_874 + fragment_unnamed_872; float fragment_unnamed_891 = asfloat(((((0.5f < abs(fragment_unnamed_876)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_875)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_892 = mad(fragment_unnamed_891, mad(fragment_unnamed_617, fragment_unnamed_860, fragment_unnamed_861), fragment_unnamed_856); precise float fragment_unnamed_895 = (-0.0f) - fragment_unnamed_892; precise float fragment_unnamed_896 = fragment_unnamed_895 + 1.0f; precise float fragment_unnamed_897 = 1.0f / fragment_unnamed_896; float fragment_unnamed_898 = mad(mad(fragment_unnamed_891, mad(fragment_unnamed_620, fragment_unnamed_860, fragment_unnamed_863), fragment_unnamed_858), fragment_unnamed_897, -0.501960813999176025390625f); float fragment_unnamed_900 = mad(mad(fragment_unnamed_891, mad(fragment_unnamed_613, fragment_unnamed_860, fragment_unnamed_862), fragment_unnamed_857), fragment_unnamed_897, -0.501960813999176025390625f); precise float fragment_unnamed_901 = (-0.0f) - fragment_unnamed_900; precise float fragment_unnamed_905 = (-0.0f) - fragment_unnamed_898; precise float fragment_unnamed_906 = fragment_unnamed_905 + mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_901); precise float fragment_unnamed_907 = (-0.0f) - fragment_unnamed_898; precise float fragment_unnamed_908 = fragment_unnamed_907 + mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_900); fragment_output_0.x = max(fragment_unnamed_908, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_898), 0.0f); fragment_output_0.z = max(fragment_unnamed_906, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[2] = float4(_TaaFilterWeights[0], fragment_uniform_buffer_1[2][1], fragment_uniform_buffer_1[2][2], fragment_uniform_buffer_1[2][3]); fragment_uniform_buffer_1[3] = float4(_TaaFilterWeights[1], fragment_uniform_buffer_1[3][1], fragment_uniform_buffer_1[3][2], fragment_uniform_buffer_1[3][3]); fragment_uniform_buffer_1[4] = float4(_TaaFilterWeights[2], fragment_uniform_buffer_1[4][1], fragment_uniform_buffer_1[4][2], fragment_uniform_buffer_1[4][3]); fragment_uniform_buffer_1[5] = float4(_TaaFilterWeights[3], fragment_uniform_buffer_1[5][1], fragment_uniform_buffer_1[5][2], fragment_uniform_buffer_1[5][3]); fragment_uniform_buffer_1[6] = float4(_TaaFilterWeights[4], fragment_uniform_buffer_1[6][1], fragment_uniform_buffer_1[6][2], fragment_uniform_buffer_1[6][3]); fragment_uniform_buffer_1[7] = float4(_TaaFilterWeights[5], fragment_uniform_buffer_1[7][1], fragment_uniform_buffer_1[7][2], fragment_uniform_buffer_1[7][3]); fragment_uniform_buffer_1[8] = float4(_TaaFilterWeights[6], fragment_uniform_buffer_1[8][1], fragment_uniform_buffer_1[8][2], fragment_uniform_buffer_1[8][3]); fragment_uniform_buffer_1[9] = float4(_TaaFilterWeights[7], fragment_uniform_buffer_1[9][1], fragment_uniform_buffer_1[9][2], fragment_uniform_buffer_1[9][3]); fragment_uniform_buffer_1[10] = float4(_TaaFilterWeights[8], fragment_uniform_buffer_1[10][1], fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][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 // TAA_LOW_PRECISION_SOURCE #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef TAA_LOW_PRECISION_SOURCE #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _TaaMotionVectorTex_TexelSize; float4 _TaaAccumulationTex_TexelSize; float _TaaFilterWeights[9]; float _TaaFrameInfluence; float _TaaVarianceClampScale; static float4 fragment_uniform_buffer_0[102]; static float4 fragment_uniform_buffer_1[11]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; Texture2DArray _TaaMotionVectorTex; Texture2DArray _TaaAccumulationTex; SamplerState S0; SamplerState S1; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_72 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_74 = fragment_unnamed_72 + 1.0f; float fragment_unnamed_77 = min(fragment_unnamed_74, 1.0f); float fragment_unnamed_87 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_88 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float fragment_unnamed_90 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_91 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_88, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_103 = fragment_unnamed_101.x; precise float fragment_unnamed_106 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_87, fragment_unnamed_88, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_107 = fragment_unnamed_106 + 1.0f; float fragment_unnamed_112 = min(fragment_unnamed_77, fragment_unnamed_107); float fragment_unnamed_123 = mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x); float fragment_unnamed_124 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float fragment_unnamed_126 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_127 = mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y); float4 fragment_unnamed_137 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_139 = fragment_unnamed_137.x; precise float fragment_unnamed_142 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_123, fragment_unnamed_124, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_143 = fragment_unnamed_142 + 1.0f; bool fragment_unnamed_144 = fragment_unnamed_143 < fragment_unnamed_112; float fragment_unnamed_146 = min(fragment_unnamed_112, fragment_unnamed_143); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_161 = fragment_unnamed_159.x; precise float fragment_unnamed_164 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_126, fragment_unnamed_127, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_165 = fragment_unnamed_164 + 1.0f; bool fragment_unnamed_166 = fragment_unnamed_165 < fragment_unnamed_146; float fragment_unnamed_167 = min(fragment_unnamed_146, fragment_unnamed_165); float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; precise float fragment_unnamed_184 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_90, fragment_unnamed_91, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_185 = fragment_unnamed_184 + 1.0f; bool fragment_unnamed_186 = fragment_unnamed_185 < fragment_unnamed_167; float fragment_unnamed_187 = min(fragment_unnamed_185, fragment_unnamed_167); precise float fragment_unnamed_197 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_199 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_200 = fragment_input_1.x + fragment_unnamed_197; precise float fragment_unnamed_201 = fragment_input_1.y + fragment_unnamed_199; float4 fragment_unnamed_211 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_213 = fragment_unnamed_211.x; precise float fragment_unnamed_216 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_200, fragment_unnamed_201, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_217 = fragment_unnamed_216 + 1.0f; bool fragment_unnamed_218 = fragment_unnamed_217 < fragment_unnamed_187; float fragment_unnamed_220 = min(fragment_unnamed_217, fragment_unnamed_187); float fragment_unnamed_230 = mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x); float fragment_unnamed_231 = mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y); float fragment_unnamed_232 = mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x); float fragment_unnamed_233 = mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y); float4 fragment_unnamed_243 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_245 = fragment_unnamed_243.x; precise float fragment_unnamed_248 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_232, fragment_unnamed_233, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_249 = fragment_unnamed_248 + 1.0f; bool fragment_unnamed_250 = fragment_unnamed_249 < fragment_unnamed_220; float fragment_unnamed_252 = min(fragment_unnamed_249, fragment_unnamed_220); float4 fragment_unnamed_266 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_268 = fragment_unnamed_266.x; precise float fragment_unnamed_271 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_230, fragment_unnamed_231, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_272 = fragment_unnamed_271 + 1.0f; bool fragment_unnamed_273 = fragment_unnamed_272 < fragment_unnamed_252; precise float fragment_unnamed_285 = fragment_input_1.x + fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_286 = fragment_input_1.y + fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_298 = fragment_unnamed_296.x; precise float fragment_unnamed_301 = (-0.0f) - _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_285, fragment_unnamed_286, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x).x; precise float fragment_unnamed_302 = fragment_unnamed_301 + 1.0f; bool fragment_unnamed_303 = fragment_unnamed_302 < min(fragment_unnamed_272, fragment_unnamed_252); float4 fragment_unnamed_325 = _TaaMotionVectorTex.SampleBias(S1, float3(mad(fragment_uniform_buffer_1[0u].x, asfloat(fragment_unnamed_303 ? 1065353216u : (fragment_unnamed_273 ? 3212836864u : (fragment_unnamed_250 ? 1065353216u : (fragment_unnamed_218 ? 3212836864u : (fragment_unnamed_186 ? 0u : (fragment_unnamed_166 ? 3212836864u : (fragment_unnamed_144 ? 0u : (((fragment_unnamed_107 < fragment_unnamed_77) ? 4294967295u : 0u) & 1065353216u)))))))), fragment_input_1.x), mad(fragment_uniform_buffer_1[0u].y, asfloat((((fragment_unnamed_303 ? 4294967295u : 0u) | (fragment_unnamed_273 ? 4294967295u : 0u)) != 0u) ? 1065353216u : ((((fragment_unnamed_218 ? 4294967295u : 0u) | (fragment_unnamed_250 ? 4294967295u : 0u)) != 0u) ? 3212836864u : (fragment_unnamed_186 ? 1065353216u : (fragment_unnamed_166 ? 0u : ((fragment_unnamed_144 ? 4294967295u : 0u) & 3212836864u))))), fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_330 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_335 = fragment_unnamed_329 + fragment_input_1.x; precise float fragment_unnamed_336 = fragment_unnamed_330 + fragment_input_1.y; float fragment_unnamed_344 = floor(mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, -0.5f)); float fragment_unnamed_345 = floor(mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, -0.5f)); precise float fragment_unnamed_346 = fragment_unnamed_344 + 0.5f; precise float fragment_unnamed_348 = fragment_unnamed_345 + 0.5f; precise float fragment_unnamed_349 = fragment_unnamed_344 + (-0.5f); precise float fragment_unnamed_350 = fragment_unnamed_345 + (-0.5f); precise float fragment_unnamed_351 = fragment_unnamed_344 + 2.5f; precise float fragment_unnamed_353 = fragment_unnamed_345 + 2.5f; precise float fragment_unnamed_358 = fragment_unnamed_351 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_359 = fragment_unnamed_353 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_364 = (-0.0f) - fragment_unnamed_346; precise float fragment_unnamed_365 = (-0.0f) - fragment_unnamed_348; float fragment_unnamed_366 = mad(fragment_unnamed_335, fragment_uniform_buffer_1[1u].z, fragment_unnamed_364); float fragment_unnamed_367 = mad(fragment_unnamed_336, fragment_uniform_buffer_1[1u].w, fragment_unnamed_365); precise float fragment_unnamed_368 = fragment_unnamed_366 * fragment_unnamed_366; precise float fragment_unnamed_369 = fragment_unnamed_367 * fragment_unnamed_367; precise float fragment_unnamed_370 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_371 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_372 = fragment_unnamed_366 * fragment_unnamed_368; precise float fragment_unnamed_373 = fragment_unnamed_367 * fragment_unnamed_369; precise float fragment_unnamed_376 = (-0.0f) - fragment_unnamed_367; precise float fragment_unnamed_377 = (-0.0f) - fragment_unnamed_366; precise float fragment_unnamed_380 = fragment_unnamed_370 * (-1.5f); precise float fragment_unnamed_382 = fragment_unnamed_371 * (-1.5f); precise float fragment_unnamed_386 = fragment_unnamed_368 * 2.5f; precise float fragment_unnamed_387 = fragment_unnamed_369 * 2.5f; precise float fragment_unnamed_388 = fragment_unnamed_368 * 0.5f; precise float fragment_unnamed_389 = fragment_unnamed_369 * 0.5f; float fragment_unnamed_390 = mad(fragment_unnamed_366, 0.5f, mad(fragment_unnamed_368, 2.0f, fragment_unnamed_380)); float fragment_unnamed_391 = mad(fragment_unnamed_367, 0.5f, mad(fragment_unnamed_369, 2.0f, fragment_unnamed_382)); precise float fragment_unnamed_392 = (-0.0f) - fragment_unnamed_387; precise float fragment_unnamed_393 = (-0.0f) - fragment_unnamed_386; precise float fragment_unnamed_397 = (-0.0f) - fragment_unnamed_388; precise float fragment_unnamed_398 = (-0.0f) - fragment_unnamed_389; float fragment_unnamed_399 = mad(fragment_unnamed_372, 0.5f, fragment_unnamed_397); float fragment_unnamed_400 = mad(fragment_unnamed_373, 0.5f, fragment_unnamed_398); precise float fragment_unnamed_401 = mad(fragment_unnamed_373, 1.5f, fragment_unnamed_392) + 1.0f; precise float fragment_unnamed_402 = mad(fragment_unnamed_372, 1.5f, fragment_unnamed_393) + 1.0f; precise float fragment_unnamed_403 = fragment_unnamed_391 + fragment_unnamed_401; precise float fragment_unnamed_404 = fragment_unnamed_390 + fragment_unnamed_402; precise float fragment_unnamed_405 = fragment_unnamed_390 / fragment_unnamed_404; precise float fragment_unnamed_406 = fragment_unnamed_391 / fragment_unnamed_403; precise float fragment_unnamed_407 = fragment_unnamed_405 + fragment_unnamed_346; precise float fragment_unnamed_408 = fragment_unnamed_406 + fragment_unnamed_348; precise float fragment_unnamed_413 = fragment_unnamed_349 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_414 = fragment_unnamed_350 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_419 = fragment_unnamed_407 * fragment_uniform_buffer_1[1u].x; precise float fragment_unnamed_420 = fragment_unnamed_408 * fragment_uniform_buffer_1[1u].y; precise float fragment_unnamed_421 = mad(fragment_unnamed_376, 0.5f, mad(fragment_unnamed_373, -0.5f, fragment_unnamed_369)) * fragment_unnamed_404; precise float fragment_unnamed_422 = mad(fragment_unnamed_377, 0.5f, mad(fragment_unnamed_372, -0.5f, fragment_unnamed_368)) * fragment_unnamed_403; float4 fragment_unnamed_427 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_413, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_429 = fragment_unnamed_427.x; float4 fragment_unnamed_435 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_414, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_437 = fragment_unnamed_435.x; float4 fragment_unnamed_443 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_358, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_445 = fragment_unnamed_443.x; precise float fragment_unnamed_451 = dot(float2(fragment_unnamed_429, fragment_unnamed_427.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_461 = dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_462 = fragment_unnamed_422 * dot(float3(fragment_unnamed_429, fragment_unnamed_427.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_463 = fragment_unnamed_422 * fragment_unnamed_451; precise float fragment_unnamed_464 = fragment_unnamed_422 * fragment_unnamed_461; precise float fragment_unnamed_468 = dot(float2(fragment_unnamed_437, fragment_unnamed_435.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_475 = dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_479 = fragment_unnamed_422 + fragment_unnamed_421; precise float fragment_unnamed_483 = fragment_unnamed_403 * fragment_unnamed_399; precise float fragment_unnamed_484 = fragment_unnamed_404 * fragment_unnamed_400; precise float fragment_unnamed_485 = fragment_unnamed_403 * fragment_unnamed_404; precise float fragment_unnamed_486 = 1.0f / mad(fragment_unnamed_400, fragment_unnamed_404, mad(fragment_unnamed_399, fragment_unnamed_403, mad(fragment_unnamed_404, fragment_unnamed_403, fragment_unnamed_479))); float4 fragment_unnamed_490 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_420, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_492 = fragment_unnamed_490.x; float4 fragment_unnamed_498 = _TaaAccumulationTex.SampleBias(S1, float3(fragment_unnamed_419, fragment_unnamed_359, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_500 = fragment_unnamed_498.x; precise float fragment_unnamed_506 = dot(float2(fragment_unnamed_492, fragment_unnamed_490.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_513 = dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_520 = dot(float2(fragment_unnamed_445, fragment_unnamed_443.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_527 = dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_534 = dot(float2(fragment_unnamed_500, fragment_unnamed_498.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_541 = dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_545 = fragment_unnamed_486 * mad(dot(float3(fragment_unnamed_500, fragment_unnamed_498.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_484, mad(dot(float3(fragment_unnamed_445, fragment_unnamed_443.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_483, mad(dot(float3(fragment_unnamed_492, fragment_unnamed_490.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_485, mad(dot(float3(fragment_unnamed_437, fragment_unnamed_435.zy), float3(0.25f, 0.25f, 0.5f)), fragment_unnamed_421, fragment_unnamed_462)))); precise float fragment_unnamed_546 = fragment_unnamed_486 * mad(fragment_unnamed_534, fragment_unnamed_484, mad(fragment_unnamed_520, fragment_unnamed_483, mad(fragment_unnamed_506, fragment_unnamed_485, mad(fragment_unnamed_468, fragment_unnamed_421, fragment_unnamed_463)))); precise float fragment_unnamed_547 = fragment_unnamed_486 * mad(fragment_unnamed_541, fragment_unnamed_484, mad(fragment_unnamed_527, fragment_unnamed_483, mad(fragment_unnamed_513, fragment_unnamed_485, mad(fragment_unnamed_475, fragment_unnamed_421, fragment_unnamed_464)))); precise float fragment_unnamed_551 = dot(float2(fragment_unnamed_298, fragment_unnamed_296.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_555 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_556 = dot(float3(fragment_unnamed_298, fragment_unnamed_296.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_562 = dot(float2(fragment_unnamed_268, fragment_unnamed_266.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_566 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_570 = dot(float2(fragment_unnamed_245, fragment_unnamed_243.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_574 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_575 = dot(float3(fragment_unnamed_245, fragment_unnamed_243.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_581 = dot(float2(fragment_unnamed_213, fragment_unnamed_211.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_585 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_586 = dot(float3(fragment_unnamed_213, fragment_unnamed_211.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_593 = fragment_unnamed_181 * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_594 = fragment_unnamed_179.y * fragment_uniform_buffer_1[3u].x; precise float fragment_unnamed_595 = fragment_unnamed_179.z * fragment_uniform_buffer_1[3u].x; float fragment_unnamed_630 = dot(float3(fragment_unnamed_268, fragment_unnamed_266.zy), float3(0.25f, 0.25f, 0.5f)); float fragment_unnamed_651 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_213, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_298, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_245, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_268, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_139, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_161, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_103, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.x, fragment_unnamed_593)))))))); float fragment_unnamed_652 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_211.y, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_296.y, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_243.y, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_266.y, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_137.y, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_159.y, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.y, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.y, fragment_unnamed_594)))))))); float fragment_unnamed_653 = mad(fragment_uniform_buffer_1[10u].x, fragment_unnamed_211.z, mad(fragment_uniform_buffer_1[9u].x, fragment_unnamed_296.z, mad(fragment_uniform_buffer_1[8u].x, fragment_unnamed_243.z, mad(fragment_uniform_buffer_1[7u].x, fragment_unnamed_266.z, mad(fragment_uniform_buffer_1[6u].x, fragment_unnamed_137.z, mad(fragment_uniform_buffer_1[5u].x, fragment_unnamed_159.z, mad(fragment_uniform_buffer_1[4u].x, fragment_unnamed_101.z, mad(fragment_uniform_buffer_1[2u].x, fragment_unnamed_67.z, fragment_unnamed_595)))))))); precise float fragment_unnamed_657 = dot(float2(fragment_unnamed_651, fragment_unnamed_653), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_661 = dot(float3(fragment_unnamed_651, fragment_unnamed_653, fragment_unnamed_652), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_664 = dot(float3(fragment_unnamed_651, fragment_unnamed_653, fragment_unnamed_652), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_668 = dot(float2(fragment_unnamed_139, fragment_unnamed_137.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_672 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_675 = dot(float3(fragment_unnamed_139, fragment_unnamed_137.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_676 = fragment_unnamed_672 * fragment_unnamed_672; precise float fragment_unnamed_677 = fragment_unnamed_668 * fragment_unnamed_668; precise float fragment_unnamed_678 = fragment_unnamed_675 * fragment_unnamed_675; precise float fragment_unnamed_685 = dot(float2(fragment_unnamed_161, fragment_unnamed_159.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_689 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_692 = dot(float3(fragment_unnamed_161, fragment_unnamed_159.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_699 = dot(float2(fragment_unnamed_103, fragment_unnamed_101.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_703 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_706 = dot(float3(fragment_unnamed_103, fragment_unnamed_101.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_713 = dot(float2(fragment_unnamed_181, fragment_unnamed_179.z), float2(0.5f, -0.5f)) + 0.501960813999176025390625f; float fragment_unnamed_717 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(0.25f, 0.25f, 0.5f)); precise float fragment_unnamed_720 = dot(float3(fragment_unnamed_181, fragment_unnamed_179.zy), float3(-0.25f, -0.25f, 0.5f)) + 0.501960813999176025390625f; precise float fragment_unnamed_736 = fragment_unnamed_672 + fragment_unnamed_661; precise float fragment_unnamed_737 = fragment_unnamed_668 + fragment_unnamed_657; precise float fragment_unnamed_738 = fragment_unnamed_675 + fragment_unnamed_664; precise float fragment_unnamed_739 = fragment_unnamed_689 + fragment_unnamed_736; precise float fragment_unnamed_740 = fragment_unnamed_685 + fragment_unnamed_737; precise float fragment_unnamed_741 = fragment_unnamed_692 + fragment_unnamed_738; precise float fragment_unnamed_742 = fragment_unnamed_703 + fragment_unnamed_739; precise float fragment_unnamed_743 = fragment_unnamed_699 + fragment_unnamed_740; precise float fragment_unnamed_744 = fragment_unnamed_706 + fragment_unnamed_741; precise float fragment_unnamed_745 = fragment_unnamed_717 + fragment_unnamed_742; precise float fragment_unnamed_746 = fragment_unnamed_713 + fragment_unnamed_743; precise float fragment_unnamed_747 = fragment_unnamed_720 + fragment_unnamed_744; precise float fragment_unnamed_748 = fragment_unnamed_586 + fragment_unnamed_745; precise float fragment_unnamed_749 = fragment_unnamed_581 + fragment_unnamed_746; precise float fragment_unnamed_750 = fragment_unnamed_585 + fragment_unnamed_747; precise float fragment_unnamed_751 = fragment_unnamed_575 + fragment_unnamed_748; precise float fragment_unnamed_752 = fragment_unnamed_570 + fragment_unnamed_749; precise float fragment_unnamed_753 = fragment_unnamed_574 + fragment_unnamed_750; precise float fragment_unnamed_754 = fragment_unnamed_630 + fragment_unnamed_751; precise float fragment_unnamed_755 = fragment_unnamed_562 + fragment_unnamed_752; precise float fragment_unnamed_756 = fragment_unnamed_566 + fragment_unnamed_753; precise float fragment_unnamed_757 = fragment_unnamed_556 + fragment_unnamed_754; precise float fragment_unnamed_758 = fragment_unnamed_551 + fragment_unnamed_755; precise float fragment_unnamed_759 = fragment_unnamed_555 + fragment_unnamed_756; precise float fragment_unnamed_760 = fragment_unnamed_757 * 0.111111111938953399658203125f; precise float fragment_unnamed_762 = fragment_unnamed_758 * 0.111111111938953399658203125f; precise float fragment_unnamed_763 = fragment_unnamed_759 * 0.111111111938953399658203125f; precise float fragment_unnamed_764 = fragment_unnamed_760 * fragment_unnamed_760; precise float fragment_unnamed_765 = fragment_unnamed_762 * fragment_unnamed_762; precise float fragment_unnamed_766 = fragment_unnamed_763 * fragment_unnamed_763; precise float fragment_unnamed_767 = (-0.0f) - fragment_unnamed_764; precise float fragment_unnamed_768 = (-0.0f) - fragment_unnamed_765; precise float fragment_unnamed_769 = (-0.0f) - fragment_unnamed_766; precise float fragment_unnamed_782 = sqrt(abs(mad(mad(fragment_unnamed_556, fragment_unnamed_556, mad(fragment_unnamed_630, fragment_unnamed_630, mad(fragment_unnamed_575, fragment_unnamed_575, mad(fragment_unnamed_586, fragment_unnamed_586, mad(fragment_unnamed_717, fragment_unnamed_717, mad(fragment_unnamed_703, fragment_unnamed_703, mad(fragment_unnamed_689, fragment_unnamed_689, mad(fragment_unnamed_661, fragment_unnamed_661, fragment_unnamed_676)))))))), 0.111111111938953399658203125f, fragment_unnamed_767))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_783 = sqrt(abs(mad(mad(fragment_unnamed_551, fragment_unnamed_551, mad(fragment_unnamed_562, fragment_unnamed_562, mad(fragment_unnamed_570, fragment_unnamed_570, mad(fragment_unnamed_581, fragment_unnamed_581, mad(fragment_unnamed_713, fragment_unnamed_713, mad(fragment_unnamed_699, fragment_unnamed_699, mad(fragment_unnamed_685, fragment_unnamed_685, mad(fragment_unnamed_657, fragment_unnamed_657, fragment_unnamed_677)))))))), 0.111111111938953399658203125f, fragment_unnamed_768))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_784 = sqrt(abs(mad(mad(fragment_unnamed_555, fragment_unnamed_555, mad(fragment_unnamed_566, fragment_unnamed_566, mad(fragment_unnamed_574, fragment_unnamed_574, mad(fragment_unnamed_585, fragment_unnamed_585, mad(fragment_unnamed_720, fragment_unnamed_720, mad(fragment_unnamed_706, fragment_unnamed_706, mad(fragment_unnamed_692, fragment_unnamed_692, mad(fragment_unnamed_664, fragment_unnamed_664, fragment_unnamed_678)))))))), 0.111111111938953399658203125f, fragment_unnamed_769))) * fragment_uniform_buffer_1[10u].z; precise float fragment_unnamed_785 = (-0.0f) - fragment_unnamed_782; precise float fragment_unnamed_786 = (-0.0f) - fragment_unnamed_783; precise float fragment_unnamed_787 = (-0.0f) - fragment_unnamed_784; float fragment_unnamed_851 = min(max(fragment_unnamed_545, max(mad(fragment_unnamed_757, 0.111111111938953399658203125f, fragment_unnamed_785), min(fragment_unnamed_556, min(min(min(min(fragment_unnamed_717, min(fragment_unnamed_703, min(min(fragment_unnamed_661, fragment_unnamed_672), fragment_unnamed_689))), fragment_unnamed_586), fragment_unnamed_575), fragment_unnamed_630)))), min(mad(fragment_unnamed_757, 0.111111111938953399658203125f, fragment_unnamed_782), max(max(max(max(max(max(max(max(fragment_unnamed_661, fragment_unnamed_672), fragment_unnamed_689), fragment_unnamed_703), fragment_unnamed_717), fragment_unnamed_586), fragment_unnamed_575), fragment_unnamed_630), fragment_unnamed_556))); precise float fragment_unnamed_854 = fragment_unnamed_851 + 1.0f; precise float fragment_unnamed_855 = 1.0f / fragment_unnamed_854; precise float fragment_unnamed_856 = fragment_unnamed_855 * fragment_unnamed_851; precise float fragment_unnamed_857 = fragment_unnamed_855 * min(max(fragment_unnamed_546, max(mad(fragment_unnamed_758, 0.111111111938953399658203125f, fragment_unnamed_786), min(fragment_unnamed_551, min(min(min(min(fragment_unnamed_713, min(fragment_unnamed_699, min(min(fragment_unnamed_657, fragment_unnamed_668), fragment_unnamed_685))), fragment_unnamed_581), fragment_unnamed_570), fragment_unnamed_562)))), min(mad(fragment_unnamed_758, 0.111111111938953399658203125f, fragment_unnamed_783), max(max(max(max(max(max(max(max(fragment_unnamed_657, fragment_unnamed_668), fragment_unnamed_685), fragment_unnamed_699), fragment_unnamed_713), fragment_unnamed_581), fragment_unnamed_570), fragment_unnamed_562), fragment_unnamed_551))); precise float fragment_unnamed_858 = fragment_unnamed_855 * min(max(fragment_unnamed_547, max(mad(fragment_unnamed_759, 0.111111111938953399658203125f, fragment_unnamed_787), min(fragment_unnamed_555, min(min(min(min(fragment_unnamed_720, min(fragment_unnamed_706, min(min(fragment_unnamed_664, fragment_unnamed_675), fragment_unnamed_692))), fragment_unnamed_585), fragment_unnamed_574), fragment_unnamed_566)))), min(mad(fragment_unnamed_759, 0.111111111938953399658203125f, fragment_unnamed_784), max(max(max(max(max(max(max(max(fragment_unnamed_664, fragment_unnamed_675), fragment_unnamed_692), fragment_unnamed_706), fragment_unnamed_720), fragment_unnamed_585), fragment_unnamed_574), fragment_unnamed_566), fragment_unnamed_555))); precise float fragment_unnamed_859 = fragment_unnamed_661 + 1.0f; precise float fragment_unnamed_860 = 1.0f / fragment_unnamed_859; precise float fragment_unnamed_861 = (-0.0f) - fragment_unnamed_856; precise float fragment_unnamed_862 = (-0.0f) - fragment_unnamed_857; precise float fragment_unnamed_863 = (-0.0f) - fragment_unnamed_858; precise float fragment_unnamed_871 = fragment_input_1.x + (-0.5f); precise float fragment_unnamed_872 = fragment_input_1.y + (-0.5f); precise float fragment_unnamed_873 = (-0.0f) - fragment_unnamed_325.x; precise float fragment_unnamed_874 = (-0.0f) - fragment_unnamed_325.y; precise float fragment_unnamed_875 = fragment_unnamed_873 + fragment_unnamed_871; precise float fragment_unnamed_876 = fragment_unnamed_874 + fragment_unnamed_872; float fragment_unnamed_891 = asfloat(((((0.5f < abs(fragment_unnamed_876)) ? 4294967295u : 0u) | ((0.5f < abs(fragment_unnamed_875)) ? 4294967295u : 0u)) != 0u) ? 1065353216u : asuint(fragment_uniform_buffer_1[10u]).y); float fragment_unnamed_892 = mad(fragment_unnamed_891, mad(fragment_unnamed_661, fragment_unnamed_860, fragment_unnamed_861), fragment_unnamed_856); precise float fragment_unnamed_895 = (-0.0f) - fragment_unnamed_892; precise float fragment_unnamed_896 = fragment_unnamed_895 + 1.0f; precise float fragment_unnamed_897 = 1.0f / fragment_unnamed_896; float fragment_unnamed_898 = mad(mad(fragment_unnamed_891, mad(fragment_unnamed_664, fragment_unnamed_860, fragment_unnamed_863), fragment_unnamed_858), fragment_unnamed_897, -0.501960813999176025390625f); float fragment_unnamed_900 = mad(mad(fragment_unnamed_891, mad(fragment_unnamed_657, fragment_unnamed_860, fragment_unnamed_862), fragment_unnamed_857), fragment_unnamed_897, -0.501960813999176025390625f); precise float fragment_unnamed_901 = (-0.0f) - fragment_unnamed_900; precise float fragment_unnamed_905 = (-0.0f) - fragment_unnamed_898; precise float fragment_unnamed_906 = fragment_unnamed_905 + mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_901); precise float fragment_unnamed_907 = (-0.0f) - fragment_unnamed_898; precise float fragment_unnamed_908 = fragment_unnamed_907 + mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_900); fragment_output_0.x = max(fragment_unnamed_908, 0.0f); fragment_output_0.y = max(mad(fragment_unnamed_892, fragment_unnamed_897, fragment_unnamed_898), 0.0f); fragment_output_0.z = max(fragment_unnamed_906, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_1[0] = float4(_TaaMotionVectorTex_TexelSize[0], _TaaMotionVectorTex_TexelSize[1], _TaaMotionVectorTex_TexelSize[2], _TaaMotionVectorTex_TexelSize[3]); fragment_uniform_buffer_1[1] = float4(_TaaAccumulationTex_TexelSize[0], _TaaAccumulationTex_TexelSize[1], _TaaAccumulationTex_TexelSize[2], _TaaAccumulationTex_TexelSize[3]); fragment_uniform_buffer_1[2] = float4(_TaaFilterWeights[0], fragment_uniform_buffer_1[2][1], fragment_uniform_buffer_1[2][2], fragment_uniform_buffer_1[2][3]); fragment_uniform_buffer_1[3] = float4(_TaaFilterWeights[1], fragment_uniform_buffer_1[3][1], fragment_uniform_buffer_1[3][2], fragment_uniform_buffer_1[3][3]); fragment_uniform_buffer_1[4] = float4(_TaaFilterWeights[2], fragment_uniform_buffer_1[4][1], fragment_uniform_buffer_1[4][2], fragment_uniform_buffer_1[4][3]); fragment_uniform_buffer_1[5] = float4(_TaaFilterWeights[3], fragment_uniform_buffer_1[5][1], fragment_uniform_buffer_1[5][2], fragment_uniform_buffer_1[5][3]); fragment_uniform_buffer_1[6] = float4(_TaaFilterWeights[4], fragment_uniform_buffer_1[6][1], fragment_uniform_buffer_1[6][2], fragment_uniform_buffer_1[6][3]); fragment_uniform_buffer_1[7] = float4(_TaaFilterWeights[5], fragment_uniform_buffer_1[7][1], fragment_uniform_buffer_1[7][2], fragment_uniform_buffer_1[7][3]); fragment_uniform_buffer_1[8] = float4(_TaaFilterWeights[6], fragment_uniform_buffer_1[8][1], fragment_uniform_buffer_1[8][2], fragment_uniform_buffer_1[8][3]); fragment_uniform_buffer_1[9] = float4(_TaaFilterWeights[7], fragment_uniform_buffer_1[9][1], fragment_uniform_buffer_1[9][2], fragment_uniform_buffer_1[9][3]); fragment_uniform_buffer_1[10] = float4(_TaaFilterWeights[8], fragment_uniform_buffer_1[10][1], fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], _TaaFrameInfluence, fragment_uniform_buffer_1[10][2], fragment_uniform_buffer_1[10][3]); fragment_uniform_buffer_1[10] = float4(fragment_uniform_buffer_1[10][0], fragment_uniform_buffer_1[10][1], _TaaVarianceClampScale, fragment_uniform_buffer_1[10][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 // TAA_LOW_PRECISION_SOURCE ENDHLSL } Pass { Name "TemporalAA - Copy History" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 330393 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[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 #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[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 ENDHLSL } } }