Shader "TextMeshPro/Sprite" { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _CullMode ("Cull Mode", Float) = 0 _ColorMask ("Color Mask", Float) = 15 _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Pass { Name "Default" Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha ColorMask 0 ZWrite Off Cull Off Stencil { ReadMask 0 WriteMask 0 Comp [Disabled] Pass Keep Fail Keep ZFail Keep } GpuProgramID 42398 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 _ UNITY_UI_ALPHACLIP #pragma multi_compile _ UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w; precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w; float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103))); gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100))); gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101))); gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102))); gl_Position.w = vertex_unnamed_136; bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_231; vertex_output_1.y = vertex_unnamed_232; vertex_output_1.z = vertex_unnamed_233; vertex_output_1.w = vertex_unnamed_234; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275)); precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276)); precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288)); precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289)); vertex_output_4.z = vertex_unnamed_299; vertex_output_4.w = vertex_unnamed_300; precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323); precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325); vertex_output_4.x = vertex_unnamed_331; vertex_output_4.y = vertex_unnamed_332; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[32]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w; uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_103 = vertex_unnamed_102 << 2u; gl_Layer = int(vertex_unnamed_102); uint vertex_unnamed_104 = vertex_unnamed_103 + 25u; precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x; precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y; precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z; precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w; uint vertex_unnamed_116 = vertex_unnamed_103 + 24u; uint vertex_unnamed_128 = vertex_unnamed_103 + 26u; uint vertex_unnamed_140 = vertex_unnamed_103 + 27u; float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115))); gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112))); gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113))); gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114))); gl_Position.w = vertex_unnamed_151; bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_245; vertex_output_1.y = vertex_unnamed_246; vertex_output_1.z = vertex_unnamed_247; vertex_output_1.w = vertex_unnamed_248; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; uint vertex_unnamed_285 = vertex_unnamed_103 + 1u; precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x; precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y; precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290)); precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291)); precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303)); precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304)); vertex_output_4.z = vertex_unnamed_314; vertex_output_4.w = vertex_unnamed_315; precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338); precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340); vertex_output_4.x = vertex_unnamed_346; vertex_output_4.y = vertex_unnamed_347; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; 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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w; precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w; float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103))); gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100))); gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101))); gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102))); gl_Position.w = vertex_unnamed_136; bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_231; vertex_output_1.y = vertex_unnamed_232; vertex_output_1.z = vertex_unnamed_233; vertex_output_1.w = vertex_unnamed_234; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275)); precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276)); precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288)); precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289)); vertex_output_4.z = vertex_unnamed_299; vertex_output_4.w = vertex_unnamed_300; precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323); precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325); vertex_output_4.x = vertex_unnamed_331; vertex_output_4.y = vertex_unnamed_332; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[32]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w; uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_103 = vertex_unnamed_102 << 2u; gl_Layer = int(vertex_unnamed_102); uint vertex_unnamed_104 = vertex_unnamed_103 + 25u; precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x; precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y; precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z; precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w; uint vertex_unnamed_116 = vertex_unnamed_103 + 24u; uint vertex_unnamed_128 = vertex_unnamed_103 + 26u; uint vertex_unnamed_140 = vertex_unnamed_103 + 27u; float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115))); gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112))); gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113))); gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114))); gl_Position.w = vertex_unnamed_151; bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_245; vertex_output_1.y = vertex_unnamed_246; vertex_output_1.z = vertex_unnamed_247; vertex_output_1.w = vertex_unnamed_248; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; uint vertex_unnamed_285 = vertex_unnamed_103 + 1u; precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x; precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y; precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290)); precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291)); precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303)); precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304)); vertex_output_4.z = vertex_unnamed_314; vertex_output_4.w = vertex_unnamed_315; precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338); precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340); vertex_output_4.x = vertex_unnamed_346; vertex_output_4.y = vertex_unnamed_347; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; 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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w; precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w; float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103))); gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100))); gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101))); gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102))); gl_Position.w = vertex_unnamed_136; bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_231; vertex_output_1.y = vertex_unnamed_232; vertex_output_1.z = vertex_unnamed_233; vertex_output_1.w = vertex_unnamed_234; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275)); precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276)); precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288)); precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289)); vertex_output_4.z = vertex_unnamed_299; vertex_output_4.w = vertex_unnamed_300; precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323); precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325); vertex_output_4.x = vertex_unnamed_331; vertex_output_4.y = vertex_unnamed_332; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[32]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w; uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_103 = vertex_unnamed_102 << 2u; gl_Layer = int(vertex_unnamed_102); uint vertex_unnamed_104 = vertex_unnamed_103 + 25u; precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x; precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y; precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z; precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w; uint vertex_unnamed_116 = vertex_unnamed_103 + 24u; uint vertex_unnamed_128 = vertex_unnamed_103 + 26u; uint vertex_unnamed_140 = vertex_unnamed_103 + 27u; float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115))); gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112))); gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113))); gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114))); gl_Position.w = vertex_unnamed_151; bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_245; vertex_output_1.y = vertex_unnamed_246; vertex_output_1.z = vertex_unnamed_247; vertex_output_1.w = vertex_unnamed_248; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; uint vertex_unnamed_285 = vertex_unnamed_103 + 1u; precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x; precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y; precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290)); precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291)); precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303)); precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304)); vertex_output_4.z = vertex_unnamed_314; vertex_output_4.w = vertex_unnamed_315; precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338); precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340); vertex_output_4.x = vertex_unnamed_346; vertex_output_4.y = vertex_unnamed_347; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; 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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w; precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w; float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103))); gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100))); gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101))); gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102))); gl_Position.w = vertex_unnamed_136; bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_231; vertex_output_1.y = vertex_unnamed_232; vertex_output_1.z = vertex_unnamed_233; vertex_output_1.w = vertex_unnamed_234; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275)); precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276)); precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288)); precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289)); vertex_output_4.z = vertex_unnamed_299; vertex_output_4.w = vertex_unnamed_300; precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323); precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325); vertex_output_4.x = vertex_unnamed_331; vertex_output_4.y = vertex_unnamed_332; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _Color; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; static float4 vertex_uniform_buffer_0[7]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[4]; static float4 vertex_uniform_buffer_3[32]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; static float4 vertex_input_1; static float2 vertex_input_2; static float4 vertex_output_1; static float2 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float4 vertex_input_1 : COLOR; // COLOR float2 vertex_input_2 : TEXCOORD0; // TEXCOORD uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float2 vertex_output_2 : TEXCOORD; // TEXCOORD float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w; uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; uint vertex_unnamed_103 = vertex_unnamed_102 << 2u; gl_Layer = int(vertex_unnamed_102); uint vertex_unnamed_104 = vertex_unnamed_103 + 25u; precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x; precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y; precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z; precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w; uint vertex_unnamed_116 = vertex_unnamed_103 + 24u; uint vertex_unnamed_128 = vertex_unnamed_103 + 26u; uint vertex_unnamed_140 = vertex_unnamed_103 + 27u; float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115))); gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112))); gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113))); gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114))); gl_Position.w = vertex_unnamed_151; bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u; precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x; precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y; precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z; precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w; vertex_output_1.x = vertex_unnamed_245; vertex_output_1.y = vertex_unnamed_246; vertex_output_1.z = vertex_unnamed_247; vertex_output_1.w = vertex_unnamed_248; vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z); vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w); vertex_output_3.x = vertex_input_0.x; vertex_output_3.y = vertex_input_0.y; vertex_output_3.z = vertex_input_0.z; vertex_output_3.w = vertex_input_0.w; uint vertex_unnamed_285 = vertex_unnamed_103 + 1u; precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x; precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y; precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290)); precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291)); precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303)); precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304)); vertex_output_4.z = vertex_unnamed_314; vertex_output_4.w = vertex_unnamed_315; precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338); precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340); vertex_output_4.x = vertex_unnamed_346; vertex_output_4.y = vertex_unnamed_347; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]); vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]); vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; 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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _TextureSampleAdd; static float4 fragment_uniform_buffer_0[4]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_41 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_55 = fragment_unnamed_41.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_56 = fragment_unnamed_41.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_57 = fragment_unnamed_41.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_58 = fragment_unnamed_41.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_68 = fragment_unnamed_55 * fragment_input_1.x; precise float fragment_unnamed_69 = fragment_unnamed_56 * fragment_input_1.y; precise float fragment_unnamed_70 = fragment_unnamed_57 * fragment_input_1.z; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.w; fragment_output_0.x = fragment_unnamed_68; fragment_output_0.y = fragment_unnamed_69; fragment_output_0.z = fragment_unnamed_70; fragment_output_0.w = fragment_unnamed_71; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _TextureSampleAdd; static float4 fragment_uniform_buffer_0[4]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_43 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_57 = fragment_unnamed_43.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_58 = fragment_unnamed_43.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_59 = fragment_unnamed_43.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_60 = fragment_unnamed_43.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_70 = fragment_unnamed_57 * fragment_input_1.x; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_72 = fragment_unnamed_59 * fragment_input_1.z; precise float fragment_unnamed_73 = fragment_unnamed_60 * fragment_input_1.w; fragment_output_0.x = fragment_unnamed_70; fragment_output_0.y = fragment_unnamed_71; fragment_output_0.z = fragment_unnamed_72; fragment_output_0.w = fragment_unnamed_73; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _TextureSampleAdd; static float4 fragment_uniform_buffer_0[4]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_89) { if (fragment_unnamed_89) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float4 fragment_unnamed_41 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_55 = fragment_unnamed_41.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_56 = fragment_unnamed_41.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_57 = fragment_unnamed_41.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_58 = fragment_unnamed_41.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_73 = fragment_unnamed_55 * fragment_input_1.x; precise float fragment_unnamed_74 = fragment_unnamed_56 * fragment_input_1.y; precise float fragment_unnamed_75 = fragment_unnamed_57 * fragment_input_1.z; precise float fragment_unnamed_76 = fragment_unnamed_58 * fragment_input_1.w; fragment_output_0.x = fragment_unnamed_73; fragment_output_0.y = fragment_unnamed_74; fragment_output_0.z = fragment_unnamed_75; fragment_output_0.w = fragment_unnamed_76; discard_cond(mad(fragment_unnamed_58, fragment_input_1.w, -0.001000000047497451305389404296875f) < 0.0f); discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _TextureSampleAdd; static float4 fragment_uniform_buffer_0[4]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_91) { if (fragment_unnamed_91) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float4 fragment_unnamed_43 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_57 = fragment_unnamed_43.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_58 = fragment_unnamed_43.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_59 = fragment_unnamed_43.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_60 = fragment_unnamed_43.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_75 = fragment_unnamed_57 * fragment_input_1.x; precise float fragment_unnamed_76 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_77 = fragment_unnamed_59 * fragment_input_1.z; precise float fragment_unnamed_78 = fragment_unnamed_60 * fragment_input_1.w; fragment_output_0.x = fragment_unnamed_75; fragment_output_0.y = fragment_unnamed_76; fragment_output_0.z = fragment_unnamed_77; fragment_output_0.w = fragment_unnamed_78; discard_cond(mad(fragment_unnamed_60, fragment_input_1.w, -0.001000000047497451305389404296875f) < 0.0f); discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[5]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[4u].x; precise float fragment_unnamed_40 = (-0.0f) - fragment_uniform_buffer_0[4u].y; precise float fragment_unnamed_45 = fragment_unnamed_37 + fragment_uniform_buffer_0[4u].z; precise float fragment_unnamed_46 = fragment_unnamed_40 + fragment_uniform_buffer_0[4u].w; precise float fragment_unnamed_52 = (-0.0f) - abs(fragment_input_4.x); precise float fragment_unnamed_57 = (-0.0f) - abs(fragment_input_4.y); precise float fragment_unnamed_58 = fragment_unnamed_45 + fragment_unnamed_52; precise float fragment_unnamed_59 = fragment_unnamed_46 + fragment_unnamed_57; precise float fragment_unnamed_66 = fragment_unnamed_58 * fragment_input_4.z; precise float fragment_unnamed_67 = fragment_unnamed_59 * fragment_input_4.w; precise float fragment_unnamed_72 = clamp(fragment_unnamed_67, 0.0f, 1.0f) * clamp(fragment_unnamed_66, 0.0f, 1.0f); float4 fragment_unnamed_79 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_91 = fragment_unnamed_79.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_92 = fragment_unnamed_79.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_93 = fragment_unnamed_79.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_94 = fragment_unnamed_79.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_103 = fragment_unnamed_91 * fragment_input_1.x; precise float fragment_unnamed_104 = fragment_unnamed_92 * fragment_input_1.y; precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.z; precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.w; precise float fragment_unnamed_107 = fragment_unnamed_72 * fragment_unnamed_103; precise float fragment_unnamed_108 = fragment_unnamed_72 * fragment_unnamed_104; precise float fragment_unnamed_109 = fragment_unnamed_72 * fragment_unnamed_105; precise float fragment_unnamed_110 = fragment_unnamed_72 * fragment_unnamed_106; fragment_output_0.x = fragment_unnamed_107; fragment_output_0.y = fragment_unnamed_108; fragment_output_0.z = fragment_unnamed_109; fragment_output_0.w = fragment_unnamed_110; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[5]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[4u].x; precise float fragment_unnamed_42 = (-0.0f) - fragment_uniform_buffer_0[4u].y; precise float fragment_unnamed_47 = fragment_unnamed_39 + fragment_uniform_buffer_0[4u].z; precise float fragment_unnamed_48 = fragment_unnamed_42 + fragment_uniform_buffer_0[4u].w; precise float fragment_unnamed_54 = (-0.0f) - abs(fragment_input_4.x); precise float fragment_unnamed_59 = (-0.0f) - abs(fragment_input_4.y); precise float fragment_unnamed_60 = fragment_unnamed_47 + fragment_unnamed_54; precise float fragment_unnamed_61 = fragment_unnamed_48 + fragment_unnamed_59; precise float fragment_unnamed_68 = fragment_unnamed_60 * fragment_input_4.z; precise float fragment_unnamed_69 = fragment_unnamed_61 * fragment_input_4.w; precise float fragment_unnamed_74 = clamp(fragment_unnamed_69, 0.0f, 1.0f) * clamp(fragment_unnamed_68, 0.0f, 1.0f); float4 fragment_unnamed_81 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_93 = fragment_unnamed_81.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_94 = fragment_unnamed_81.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_95 = fragment_unnamed_81.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_96 = fragment_unnamed_81.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.x; precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.y; precise float fragment_unnamed_107 = fragment_unnamed_95 * fragment_input_1.z; precise float fragment_unnamed_108 = fragment_unnamed_96 * fragment_input_1.w; precise float fragment_unnamed_109 = fragment_unnamed_74 * fragment_unnamed_105; precise float fragment_unnamed_110 = fragment_unnamed_74 * fragment_unnamed_106; precise float fragment_unnamed_111 = fragment_unnamed_74 * fragment_unnamed_107; precise float fragment_unnamed_112 = fragment_unnamed_74 * fragment_unnamed_108; fragment_output_0.x = fragment_unnamed_109; fragment_output_0.y = fragment_unnamed_110; fragment_output_0.z = fragment_unnamed_111; fragment_output_0.w = fragment_unnamed_112; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[5]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_125) { if (fragment_unnamed_125) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[4u].x; precise float fragment_unnamed_40 = (-0.0f) - fragment_uniform_buffer_0[4u].y; precise float fragment_unnamed_45 = fragment_unnamed_37 + fragment_uniform_buffer_0[4u].z; precise float fragment_unnamed_46 = fragment_unnamed_40 + fragment_uniform_buffer_0[4u].w; precise float fragment_unnamed_52 = (-0.0f) - abs(fragment_input_4.x); precise float fragment_unnamed_57 = (-0.0f) - abs(fragment_input_4.y); precise float fragment_unnamed_58 = fragment_unnamed_45 + fragment_unnamed_52; precise float fragment_unnamed_59 = fragment_unnamed_46 + fragment_unnamed_57; precise float fragment_unnamed_66 = fragment_unnamed_58 * fragment_input_4.z; precise float fragment_unnamed_67 = fragment_unnamed_59 * fragment_input_4.w; precise float fragment_unnamed_72 = clamp(fragment_unnamed_67, 0.0f, 1.0f) * clamp(fragment_unnamed_66, 0.0f, 1.0f); float4 fragment_unnamed_79 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_91 = fragment_unnamed_79.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_92 = fragment_unnamed_79.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_93 = fragment_unnamed_79.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_94 = fragment_unnamed_79.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_103 = fragment_unnamed_91 * fragment_input_1.x; precise float fragment_unnamed_104 = fragment_unnamed_92 * fragment_input_1.y; precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.z; precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.w; precise float fragment_unnamed_109 = fragment_unnamed_72 * fragment_unnamed_103; precise float fragment_unnamed_110 = fragment_unnamed_72 * fragment_unnamed_104; precise float fragment_unnamed_111 = fragment_unnamed_72 * fragment_unnamed_105; precise float fragment_unnamed_112 = fragment_unnamed_72 * fragment_unnamed_106; fragment_output_0.x = fragment_unnamed_109; fragment_output_0.y = fragment_unnamed_110; fragment_output_0.z = fragment_unnamed_111; fragment_output_0.w = fragment_unnamed_112; discard_cond(mad(fragment_unnamed_106, fragment_unnamed_72, -0.001000000047497451305389404296875f) < 0.0f); discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[5]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float2 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float2 fragment_input_2 : TEXCOORD; // TEXCOORD float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_127) { if (fragment_unnamed_127) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[4u].x; precise float fragment_unnamed_42 = (-0.0f) - fragment_uniform_buffer_0[4u].y; precise float fragment_unnamed_47 = fragment_unnamed_39 + fragment_uniform_buffer_0[4u].z; precise float fragment_unnamed_48 = fragment_unnamed_42 + fragment_uniform_buffer_0[4u].w; precise float fragment_unnamed_54 = (-0.0f) - abs(fragment_input_4.x); precise float fragment_unnamed_59 = (-0.0f) - abs(fragment_input_4.y); precise float fragment_unnamed_60 = fragment_unnamed_47 + fragment_unnamed_54; precise float fragment_unnamed_61 = fragment_unnamed_48 + fragment_unnamed_59; precise float fragment_unnamed_68 = fragment_unnamed_60 * fragment_input_4.z; precise float fragment_unnamed_69 = fragment_unnamed_61 * fragment_input_4.w; precise float fragment_unnamed_74 = clamp(fragment_unnamed_69, 0.0f, 1.0f) * clamp(fragment_unnamed_68, 0.0f, 1.0f); float4 fragment_unnamed_81 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y)); precise float fragment_unnamed_93 = fragment_unnamed_81.x + fragment_uniform_buffer_0[3u].x; precise float fragment_unnamed_94 = fragment_unnamed_81.y + fragment_uniform_buffer_0[3u].y; precise float fragment_unnamed_95 = fragment_unnamed_81.z + fragment_uniform_buffer_0[3u].z; precise float fragment_unnamed_96 = fragment_unnamed_81.w + fragment_uniform_buffer_0[3u].w; precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.x; precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.y; precise float fragment_unnamed_107 = fragment_unnamed_95 * fragment_input_1.z; precise float fragment_unnamed_108 = fragment_unnamed_96 * fragment_input_1.w; precise float fragment_unnamed_111 = fragment_unnamed_74 * fragment_unnamed_105; precise float fragment_unnamed_112 = fragment_unnamed_74 * fragment_unnamed_106; precise float fragment_unnamed_113 = fragment_unnamed_74 * fragment_unnamed_107; precise float fragment_unnamed_114 = fragment_unnamed_74 * fragment_unnamed_108; fragment_output_0.x = fragment_unnamed_111; fragment_output_0.y = fragment_unnamed_112; fragment_output_0.z = fragment_unnamed_113; fragment_output_0.w = fragment_unnamed_114; discard_cond(mad(fragment_unnamed_108, fragment_unnamed_74, -0.001000000047497451305389404296875f) < 0.0f); discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT ENDHLSL } } }