Shader "Hidden/Universal Render Pipeline/Bloom" { Properties { } SubShader { LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "Bloom Prefilter" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 43761 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 _ _BLOOM_HQ #ifndef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifndef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _Params; static float4 fragment_uniform_buffer_0[138]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_37 = fragment_uniform_buffer_0[137u].w + fragment_uniform_buffer_0[137u].w; float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_59 = min(fragment_unnamed_50.x, fragment_uniform_buffer_0[137u].y); float fragment_unnamed_60 = min(fragment_unnamed_50.y, fragment_uniform_buffer_0[137u].y); float fragment_unnamed_61 = min(fragment_unnamed_50.z, fragment_uniform_buffer_0[137u].y); float fragment_unnamed_63 = max(fragment_unnamed_61, max(fragment_unnamed_60, fragment_unnamed_59)); precise float fragment_unnamed_67 = (-0.0f) - fragment_uniform_buffer_0[137u].z; precise float fragment_unnamed_69 = fragment_unnamed_63 + fragment_unnamed_67; precise float fragment_unnamed_73 = fragment_unnamed_69 + fragment_uniform_buffer_0[137u].w; float fragment_unnamed_78 = min(fragment_unnamed_37, max(fragment_unnamed_73, 0.0f)); precise float fragment_unnamed_79 = fragment_unnamed_78 * fragment_unnamed_78; precise float fragment_unnamed_85 = fragment_unnamed_79 / mad(fragment_uniform_buffer_0[137u].w, 4.0f, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_87 = max(fragment_unnamed_85, fragment_unnamed_69) / max(fragment_unnamed_63, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_88 = fragment_unnamed_87 * fragment_unnamed_59; precise float fragment_unnamed_89 = fragment_unnamed_87 * fragment_unnamed_60; precise float fragment_unnamed_90 = fragment_unnamed_87 * fragment_unnamed_61; fragment_output_0.x = max(fragment_unnamed_88, 0.0f); fragment_output_0.y = max(fragment_unnamed_89, 0.0f); fragment_output_0.z = max(fragment_unnamed_90, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[137] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _Params; static float4 fragment_uniform_buffer_0[107]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_57 = min(fragment_unnamed_46.x, fragment_uniform_buffer_0[106u].y); float fragment_unnamed_58 = min(fragment_unnamed_46.y, fragment_uniform_buffer_0[106u].y); float fragment_unnamed_59 = min(fragment_unnamed_46.z, fragment_uniform_buffer_0[106u].y); float fragment_unnamed_61 = max(fragment_unnamed_59, max(fragment_unnamed_58, fragment_unnamed_57)); precise float fragment_unnamed_65 = (-0.0f) - fragment_uniform_buffer_0[106u].z; precise float fragment_unnamed_67 = fragment_unnamed_61 + fragment_unnamed_65; precise float fragment_unnamed_73 = fragment_unnamed_67 + fragment_uniform_buffer_0[106u].w; precise float fragment_unnamed_82 = fragment_uniform_buffer_0[106u].w + fragment_uniform_buffer_0[106u].w; float fragment_unnamed_83 = min(fragment_unnamed_82, max(fragment_unnamed_73, 0.0f)); precise float fragment_unnamed_84 = fragment_unnamed_83 * fragment_unnamed_83; precise float fragment_unnamed_90 = fragment_unnamed_84 / mad(fragment_uniform_buffer_0[106u].w, 4.0f, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_92 = max(fragment_unnamed_90, fragment_unnamed_67) / max(fragment_unnamed_61, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_93 = fragment_unnamed_92 * fragment_unnamed_57; precise float fragment_unnamed_94 = fragment_unnamed_92 * fragment_unnamed_58; precise float fragment_unnamed_95 = fragment_unnamed_92 * fragment_unnamed_59; fragment_output_0.x = max(fragment_unnamed_93, 0.0f); fragment_output_0.y = max(fragment_unnamed_94, 0.0f); fragment_output_0.z = max(fragment_unnamed_95, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[106] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef _BLOOM_HQ #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _Params; static float4 fragment_uniform_buffer_0[138]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_54 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, -0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, -0.5f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_62 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, -0.5f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_67 = fragment_unnamed_62.x + fragment_unnamed_54.x; precise float fragment_unnamed_68 = fragment_unnamed_62.y + fragment_unnamed_54.y; precise float fragment_unnamed_69 = fragment_unnamed_62.z + fragment_unnamed_54.z; float4 fragment_unnamed_85 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, -0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.5f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_93 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.5f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_85.x; precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_85.y; precise float fragment_unnamed_100 = fragment_unnamed_69 + fragment_unnamed_85.z; precise float fragment_unnamed_101 = fragment_unnamed_93.x + fragment_unnamed_98; precise float fragment_unnamed_102 = fragment_unnamed_93.y + fragment_unnamed_99; precise float fragment_unnamed_103 = fragment_unnamed_93.z + fragment_unnamed_100; precise float fragment_unnamed_111 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_114 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_115 = fragment_input_1.x + fragment_unnamed_111; precise float fragment_unnamed_116 = fragment_input_1.y + fragment_unnamed_114; float4 fragment_unnamed_120 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_115, fragment_unnamed_116), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_143 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_145 = fragment_unnamed_143.x; float fragment_unnamed_146 = fragment_unnamed_143.y; float fragment_unnamed_147 = fragment_unnamed_143.z; float4 fragment_unnamed_151 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, -1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_156 = fragment_unnamed_151.x + fragment_unnamed_145; precise float fragment_unnamed_157 = fragment_unnamed_151.y + fragment_unnamed_146; precise float fragment_unnamed_158 = fragment_unnamed_151.z + fragment_unnamed_147; precise float fragment_unnamed_159 = fragment_unnamed_120.x + fragment_unnamed_145; precise float fragment_unnamed_160 = fragment_unnamed_120.y + fragment_unnamed_146; precise float fragment_unnamed_161 = fragment_unnamed_120.z + fragment_unnamed_147; float4 fragment_unnamed_169 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_171 = fragment_unnamed_169.x; float fragment_unnamed_172 = fragment_unnamed_169.y; float fragment_unnamed_173 = fragment_unnamed_169.z; precise float fragment_unnamed_174 = fragment_unnamed_159 + fragment_unnamed_171; precise float fragment_unnamed_175 = fragment_unnamed_160 + fragment_unnamed_172; precise float fragment_unnamed_176 = fragment_unnamed_161 + fragment_unnamed_173; float4 fragment_unnamed_192 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_194 = fragment_unnamed_192.x; float fragment_unnamed_195 = fragment_unnamed_192.y; float fragment_unnamed_196 = fragment_unnamed_192.z; float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 0.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_202 = fragment_unnamed_200.x; float fragment_unnamed_203 = fragment_unnamed_200.y; float fragment_unnamed_204 = fragment_unnamed_200.z; precise float fragment_unnamed_205 = fragment_unnamed_174 + fragment_unnamed_194; precise float fragment_unnamed_206 = fragment_unnamed_175 + fragment_unnamed_195; precise float fragment_unnamed_207 = fragment_unnamed_176 + fragment_unnamed_196; precise float fragment_unnamed_208 = fragment_unnamed_171 + fragment_unnamed_194; precise float fragment_unnamed_209 = fragment_unnamed_172 + fragment_unnamed_195; precise float fragment_unnamed_210 = fragment_unnamed_173 + fragment_unnamed_196; precise float fragment_unnamed_211 = fragment_unnamed_205 * 0.03125f; precise float fragment_unnamed_213 = fragment_unnamed_206 * 0.03125f; precise float fragment_unnamed_214 = fragment_unnamed_207 * 0.03125f; precise float fragment_unnamed_219 = fragment_unnamed_156 + fragment_unnamed_202; precise float fragment_unnamed_220 = fragment_unnamed_157 + fragment_unnamed_203; precise float fragment_unnamed_221 = fragment_unnamed_158 + fragment_unnamed_204; precise float fragment_unnamed_222 = fragment_unnamed_171 + fragment_unnamed_202; precise float fragment_unnamed_223 = fragment_unnamed_172 + fragment_unnamed_203; precise float fragment_unnamed_224 = fragment_unnamed_173 + fragment_unnamed_204; precise float fragment_unnamed_225 = fragment_unnamed_171 + fragment_unnamed_219; precise float fragment_unnamed_226 = fragment_unnamed_172 + fragment_unnamed_220; precise float fragment_unnamed_227 = fragment_unnamed_173 + fragment_unnamed_221; float4 fragment_unnamed_246 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_248 = fragment_unnamed_246.x; float fragment_unnamed_249 = fragment_unnamed_246.y; float fragment_unnamed_250 = fragment_unnamed_246.z; float4 fragment_unnamed_254 = _BlitTexture.SampleBias(S0, float2(mad(fragment_uniform_buffer_0[132u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, 1.0f, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_259 = fragment_unnamed_248 + fragment_unnamed_208; precise float fragment_unnamed_260 = fragment_unnamed_249 + fragment_unnamed_209; precise float fragment_unnamed_261 = fragment_unnamed_250 + fragment_unnamed_210; precise float fragment_unnamed_262 = fragment_unnamed_254.x + fragment_unnamed_259; precise float fragment_unnamed_263 = fragment_unnamed_254.y + fragment_unnamed_260; precise float fragment_unnamed_264 = fragment_unnamed_254.z + fragment_unnamed_261; precise float fragment_unnamed_276 = fragment_input_1.x + fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_277 = fragment_input_1.y + fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_281 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_276, fragment_unnamed_277), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_286 = fragment_unnamed_281.x + fragment_unnamed_222; precise float fragment_unnamed_287 = fragment_unnamed_281.y + fragment_unnamed_223; precise float fragment_unnamed_288 = fragment_unnamed_281.z + fragment_unnamed_224; precise float fragment_unnamed_289 = fragment_unnamed_248 + fragment_unnamed_286; precise float fragment_unnamed_290 = fragment_unnamed_249 + fragment_unnamed_287; precise float fragment_unnamed_291 = fragment_unnamed_250 + fragment_unnamed_288; float fragment_unnamed_299 = min(mad(fragment_unnamed_289, 0.03125f, mad(fragment_unnamed_262, 0.03125f, mad(fragment_unnamed_225, 0.03125f, mad(fragment_unnamed_101, 0.125f, fragment_unnamed_211)))), fragment_uniform_buffer_0[137u].y); float fragment_unnamed_300 = min(mad(fragment_unnamed_290, 0.03125f, mad(fragment_unnamed_263, 0.03125f, mad(fragment_unnamed_226, 0.03125f, mad(fragment_unnamed_102, 0.125f, fragment_unnamed_213)))), fragment_uniform_buffer_0[137u].y); float fragment_unnamed_301 = min(mad(fragment_unnamed_291, 0.03125f, mad(fragment_unnamed_264, 0.03125f, mad(fragment_unnamed_227, 0.03125f, mad(fragment_unnamed_103, 0.125f, fragment_unnamed_214)))), fragment_uniform_buffer_0[137u].y); float fragment_unnamed_303 = max(fragment_unnamed_301, max(fragment_unnamed_300, fragment_unnamed_299)); precise float fragment_unnamed_307 = (-0.0f) - fragment_uniform_buffer_0[137u].z; precise float fragment_unnamed_308 = fragment_unnamed_303 + fragment_unnamed_307; precise float fragment_unnamed_314 = fragment_unnamed_308 + fragment_uniform_buffer_0[137u].w; precise float fragment_unnamed_322 = fragment_uniform_buffer_0[137u].w + fragment_uniform_buffer_0[137u].w; float fragment_unnamed_323 = min(fragment_unnamed_322, max(fragment_unnamed_314, 0.0f)); precise float fragment_unnamed_324 = fragment_unnamed_323 * fragment_unnamed_323; precise float fragment_unnamed_330 = fragment_unnamed_324 / mad(fragment_uniform_buffer_0[137u].w, 4.0f, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_332 = max(fragment_unnamed_330, fragment_unnamed_308) / max(fragment_unnamed_303, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_333 = fragment_unnamed_332 * fragment_unnamed_299; precise float fragment_unnamed_334 = fragment_unnamed_332 * fragment_unnamed_300; precise float fragment_unnamed_335 = fragment_unnamed_332 * fragment_unnamed_301; fragment_output_0.x = max(fragment_unnamed_333, 0.0f); fragment_output_0.y = max(fragment_unnamed_334, 0.0f); fragment_output_0.z = max(fragment_unnamed_335, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _BLOOM_HQ #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitTexture_TexelSize; float4 _Params; static float4 fragment_uniform_buffer_0[107]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_51 = float(uint(gl_Layer)); float4 fragment_unnamed_58 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, -0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, -0.5f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_67 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, -0.5f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_72 = fragment_unnamed_58.x + fragment_unnamed_67.x; precise float fragment_unnamed_73 = fragment_unnamed_58.y + fragment_unnamed_67.y; precise float fragment_unnamed_74 = fragment_unnamed_58.z + fragment_unnamed_67.z; float4 fragment_unnamed_90 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, -0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.5f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_95 = fragment_unnamed_72 + fragment_unnamed_90.x; precise float fragment_unnamed_96 = fragment_unnamed_73 + fragment_unnamed_90.y; precise float fragment_unnamed_97 = fragment_unnamed_74 + fragment_unnamed_90.z; float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.5f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.5f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_106 = fragment_unnamed_95 + fragment_unnamed_101.x; precise float fragment_unnamed_107 = fragment_unnamed_96 + fragment_unnamed_101.y; precise float fragment_unnamed_108 = fragment_unnamed_97 + fragment_unnamed_101.z; precise float fragment_unnamed_116 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_119 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_120 = fragment_input_1.x + fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_input_1.y + fragment_unnamed_119; float4 fragment_unnamed_125 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_120, fragment_unnamed_121, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_148 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_156 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, -1.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_158 = fragment_unnamed_156.x; float fragment_unnamed_159 = fragment_unnamed_156.y; float fragment_unnamed_160 = fragment_unnamed_156.z; precise float fragment_unnamed_161 = fragment_unnamed_158 + fragment_unnamed_125.x; precise float fragment_unnamed_162 = fragment_unnamed_159 + fragment_unnamed_125.y; precise float fragment_unnamed_163 = fragment_unnamed_160 + fragment_unnamed_125.z; precise float fragment_unnamed_164 = fragment_unnamed_148.x + fragment_unnamed_158; precise float fragment_unnamed_165 = fragment_unnamed_148.y + fragment_unnamed_159; precise float fragment_unnamed_166 = fragment_unnamed_148.z + fragment_unnamed_160; float4 fragment_unnamed_174 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_176 = fragment_unnamed_174.x; float fragment_unnamed_177 = fragment_unnamed_174.y; float fragment_unnamed_178 = fragment_unnamed_174.z; precise float fragment_unnamed_179 = fragment_unnamed_176 + fragment_unnamed_161; precise float fragment_unnamed_180 = fragment_unnamed_177 + fragment_unnamed_162; precise float fragment_unnamed_181 = fragment_unnamed_178 + fragment_unnamed_163; float4 fragment_unnamed_197 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_199 = fragment_unnamed_197.x; float fragment_unnamed_200 = fragment_unnamed_197.y; float fragment_unnamed_201 = fragment_unnamed_197.z; float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 0.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_207 = fragment_unnamed_205.x; float fragment_unnamed_208 = fragment_unnamed_205.y; float fragment_unnamed_209 = fragment_unnamed_205.z; precise float fragment_unnamed_210 = fragment_unnamed_207 + fragment_unnamed_179; precise float fragment_unnamed_211 = fragment_unnamed_208 + fragment_unnamed_180; precise float fragment_unnamed_212 = fragment_unnamed_209 + fragment_unnamed_181; precise float fragment_unnamed_213 = fragment_unnamed_176 + fragment_unnamed_207; precise float fragment_unnamed_214 = fragment_unnamed_177 + fragment_unnamed_208; precise float fragment_unnamed_215 = fragment_unnamed_178 + fragment_unnamed_209; precise float fragment_unnamed_216 = fragment_unnamed_210 * 0.03125f; precise float fragment_unnamed_218 = fragment_unnamed_211 * 0.03125f; precise float fragment_unnamed_219 = fragment_unnamed_212 * 0.03125f; precise float fragment_unnamed_224 = fragment_unnamed_164 + fragment_unnamed_199; precise float fragment_unnamed_225 = fragment_unnamed_165 + fragment_unnamed_200; precise float fragment_unnamed_226 = fragment_unnamed_166 + fragment_unnamed_201; precise float fragment_unnamed_227 = fragment_unnamed_176 + fragment_unnamed_199; precise float fragment_unnamed_228 = fragment_unnamed_177 + fragment_unnamed_200; precise float fragment_unnamed_229 = fragment_unnamed_178 + fragment_unnamed_201; precise float fragment_unnamed_230 = fragment_unnamed_176 + fragment_unnamed_224; precise float fragment_unnamed_231 = fragment_unnamed_177 + fragment_unnamed_225; precise float fragment_unnamed_232 = fragment_unnamed_178 + fragment_unnamed_226; float4 fragment_unnamed_251 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, -1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_259 = _BlitTexture.SampleBias(S0, float3(mad(fragment_uniform_buffer_0[101u].x, 0.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, 1.0f, fragment_input_1.y), fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_261 = fragment_unnamed_259.x; float fragment_unnamed_262 = fragment_unnamed_259.y; float fragment_unnamed_263 = fragment_unnamed_259.z; precise float fragment_unnamed_264 = fragment_unnamed_213 + fragment_unnamed_261; precise float fragment_unnamed_265 = fragment_unnamed_214 + fragment_unnamed_262; precise float fragment_unnamed_266 = fragment_unnamed_215 + fragment_unnamed_263; precise float fragment_unnamed_267 = fragment_unnamed_251.x + fragment_unnamed_264; precise float fragment_unnamed_268 = fragment_unnamed_251.y + fragment_unnamed_265; precise float fragment_unnamed_269 = fragment_unnamed_251.z + fragment_unnamed_266; precise float fragment_unnamed_281 = fragment_input_1.x + fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_282 = fragment_input_1.y + fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_286 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_281, fragment_unnamed_282, fragment_unnamed_51), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_291 = fragment_unnamed_286.x + fragment_unnamed_227; precise float fragment_unnamed_292 = fragment_unnamed_286.y + fragment_unnamed_228; precise float fragment_unnamed_293 = fragment_unnamed_286.z + fragment_unnamed_229; precise float fragment_unnamed_294 = fragment_unnamed_261 + fragment_unnamed_291; precise float fragment_unnamed_295 = fragment_unnamed_262 + fragment_unnamed_292; precise float fragment_unnamed_296 = fragment_unnamed_263 + fragment_unnamed_293; float fragment_unnamed_304 = min(mad(fragment_unnamed_294, 0.03125f, mad(fragment_unnamed_267, 0.03125f, mad(fragment_unnamed_230, 0.03125f, mad(fragment_unnamed_106, 0.125f, fragment_unnamed_216)))), fragment_uniform_buffer_0[106u].y); float fragment_unnamed_305 = min(mad(fragment_unnamed_295, 0.03125f, mad(fragment_unnamed_268, 0.03125f, mad(fragment_unnamed_231, 0.03125f, mad(fragment_unnamed_107, 0.125f, fragment_unnamed_218)))), fragment_uniform_buffer_0[106u].y); float fragment_unnamed_306 = min(mad(fragment_unnamed_296, 0.03125f, mad(fragment_unnamed_269, 0.03125f, mad(fragment_unnamed_232, 0.03125f, mad(fragment_unnamed_108, 0.125f, fragment_unnamed_219)))), fragment_uniform_buffer_0[106u].y); float fragment_unnamed_308 = max(fragment_unnamed_306, max(fragment_unnamed_305, fragment_unnamed_304)); precise float fragment_unnamed_312 = (-0.0f) - fragment_uniform_buffer_0[106u].z; precise float fragment_unnamed_313 = fragment_unnamed_308 + fragment_unnamed_312; precise float fragment_unnamed_319 = fragment_unnamed_313 + fragment_uniform_buffer_0[106u].w; precise float fragment_unnamed_327 = fragment_uniform_buffer_0[106u].w + fragment_uniform_buffer_0[106u].w; float fragment_unnamed_328 = min(fragment_unnamed_327, max(fragment_unnamed_319, 0.0f)); precise float fragment_unnamed_329 = fragment_unnamed_328 * fragment_unnamed_328; precise float fragment_unnamed_335 = fragment_unnamed_329 / mad(fragment_uniform_buffer_0[106u].w, 4.0f, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_337 = max(fragment_unnamed_335, fragment_unnamed_313) / max(fragment_unnamed_308, 9.9999997473787516355514526367188e-05f); precise float fragment_unnamed_338 = fragment_unnamed_337 * fragment_unnamed_304; precise float fragment_unnamed_339 = fragment_unnamed_337 * fragment_unnamed_305; precise float fragment_unnamed_340 = fragment_unnamed_337 * fragment_unnamed_306; fragment_output_0.x = max(fragment_unnamed_338, 0.0f); fragment_output_0.y = max(fragment_unnamed_339, 0.0f); fragment_output_0.z = max(fragment_unnamed_340, 0.0f); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _BLOOM_HQ ENDHLSL } Pass { Name "Bloom Blur Horizontal" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 96484 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[133]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = fragment_uniform_buffer_0[132u].x * 8.0f; precise float fragment_unnamed_36 = fragment_uniform_buffer_0[132u].x * 6.0f; float fragment_unnamed_39 = asfloat(0u); precise float fragment_unnamed_40 = (-0.0f) - fragment_unnamed_34; precise float fragment_unnamed_42 = (-0.0f) - asfloat(0u); precise float fragment_unnamed_43 = (-0.0f) - fragment_unnamed_36; precise float fragment_unnamed_44 = (-0.0f) - fragment_unnamed_39; precise float fragment_unnamed_51 = fragment_unnamed_40 + fragment_input_1.x; precise float fragment_unnamed_52 = fragment_unnamed_42 + fragment_input_1.y; precise float fragment_unnamed_53 = fragment_unnamed_43 + fragment_input_1.x; precise float fragment_unnamed_54 = fragment_unnamed_44 + fragment_input_1.y; precise float fragment_unnamed_59 = fragment_unnamed_36 + fragment_input_1.x; precise float fragment_unnamed_60 = fragment_unnamed_39 + fragment_input_1.y; precise float fragment_unnamed_61 = fragment_unnamed_34 + fragment_input_1.x; precise float fragment_unnamed_62 = fragment_unnamed_39 + fragment_input_1.y; precise float fragment_unnamed_71 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_73 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_74 = fragment_uniform_buffer_0[28u].x + fragment_unnamed_71; precise float fragment_unnamed_75 = fragment_uniform_buffer_0[28u].y + fragment_unnamed_73; float4 fragment_unnamed_87 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_53, fragment_unnamed_74), min(fragment_unnamed_54, fragment_unnamed_75)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_95 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_51, fragment_unnamed_74), min(fragment_unnamed_52, fragment_unnamed_75)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_100 = fragment_unnamed_87.x * 0.0540540516376495361328125f; precise float fragment_unnamed_102 = fragment_unnamed_87.y * 0.0540540516376495361328125f; precise float fragment_unnamed_103 = fragment_unnamed_87.z * 0.0540540516376495361328125f; precise float fragment_unnamed_111 = fragment_uniform_buffer_0[132u].x * 4.0f; precise float fragment_unnamed_113 = fragment_uniform_buffer_0[132u].x * 2.0f; float fragment_unnamed_115 = asfloat(0u); float fragment_unnamed_116 = asfloat(0u); precise float fragment_unnamed_117 = (-0.0f) - fragment_unnamed_111; precise float fragment_unnamed_118 = (-0.0f) - fragment_unnamed_115; precise float fragment_unnamed_119 = (-0.0f) - fragment_unnamed_113; precise float fragment_unnamed_120 = (-0.0f) - fragment_unnamed_116; precise float fragment_unnamed_125 = fragment_unnamed_117 + fragment_input_1.x; precise float fragment_unnamed_126 = fragment_unnamed_118 + fragment_input_1.y; precise float fragment_unnamed_127 = fragment_unnamed_119 + fragment_input_1.x; precise float fragment_unnamed_128 = fragment_unnamed_120 + fragment_input_1.y; precise float fragment_unnamed_133 = fragment_unnamed_113 + fragment_input_1.x; precise float fragment_unnamed_134 = fragment_unnamed_116 + fragment_input_1.y; precise float fragment_unnamed_135 = fragment_unnamed_111 + fragment_input_1.x; precise float fragment_unnamed_136 = fragment_unnamed_115 + fragment_input_1.y; float4 fragment_unnamed_148 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_74, fragment_unnamed_125), min(fragment_unnamed_75, fragment_unnamed_126)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_156 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_74, fragment_unnamed_127), min(fragment_unnamed_75, fragment_unnamed_128)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_182 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_74, fragment_input_1.x), min(fragment_unnamed_75, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_194 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_74, fragment_unnamed_133), min(fragment_unnamed_75, fragment_unnamed_134)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_202 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_74, fragment_unnamed_135), min(fragment_unnamed_75, fragment_unnamed_136)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_216 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_59, fragment_unnamed_74), min(fragment_unnamed_60, fragment_unnamed_75)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_224 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, fragment_unnamed_74), min(fragment_unnamed_62, fragment_unnamed_75)), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = mad(fragment_unnamed_224.x, 0.01621622033417224884033203125f, mad(fragment_unnamed_216.x, 0.0540540516376495361328125f, mad(fragment_unnamed_202.x, 0.12162162363529205322265625f, mad(fragment_unnamed_194.x, 0.1945945918560028076171875f, mad(fragment_unnamed_182.x, 0.2270270287990570068359375f, mad(fragment_unnamed_156.x, 0.1945945918560028076171875f, mad(fragment_unnamed_148.x, 0.12162162363529205322265625f, mad(fragment_unnamed_95.x, 0.01621622033417224884033203125f, fragment_unnamed_100)))))))); fragment_output_0.y = mad(fragment_unnamed_224.y, 0.01621622033417224884033203125f, mad(fragment_unnamed_216.y, 0.0540540516376495361328125f, mad(fragment_unnamed_202.y, 0.12162162363529205322265625f, mad(fragment_unnamed_194.y, 0.1945945918560028076171875f, mad(fragment_unnamed_182.y, 0.2270270287990570068359375f, mad(fragment_unnamed_156.y, 0.1945945918560028076171875f, mad(fragment_unnamed_148.y, 0.12162162363529205322265625f, mad(fragment_unnamed_95.y, 0.01621622033417224884033203125f, fragment_unnamed_102)))))))); fragment_output_0.z = mad(fragment_unnamed_224.z, 0.01621622033417224884033203125f, mad(fragment_unnamed_216.z, 0.0540540516376495361328125f, mad(fragment_unnamed_202.z, 0.12162162363529205322265625f, mad(fragment_unnamed_194.z, 0.1945945918560028076171875f, mad(fragment_unnamed_182.z, 0.2270270287990570068359375f, mad(fragment_unnamed_156.z, 0.1945945918560028076171875f, mad(fragment_unnamed_148.z, 0.12162162363529205322265625f, mad(fragment_unnamed_95.z, 0.01621622033417224884033203125f, fragment_unnamed_103)))))))); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[102]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_31 = float(uint(gl_Layer)); precise float fragment_unnamed_38 = fragment_uniform_buffer_0[101u].x * 8.0f; precise float fragment_unnamed_40 = fragment_uniform_buffer_0[101u].x * 6.0f; float fragment_unnamed_43 = asfloat(0u); precise float fragment_unnamed_44 = (-0.0f) - fragment_unnamed_38; precise float fragment_unnamed_46 = (-0.0f) - asfloat(0u); precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_48 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_55 = fragment_unnamed_44 + fragment_input_1.x; precise float fragment_unnamed_56 = fragment_unnamed_46 + fragment_input_1.y; precise float fragment_unnamed_57 = fragment_unnamed_47 + fragment_input_1.x; precise float fragment_unnamed_58 = fragment_unnamed_48 + fragment_input_1.y; precise float fragment_unnamed_63 = fragment_unnamed_40 + fragment_input_1.x; precise float fragment_unnamed_64 = fragment_unnamed_43 + fragment_input_1.y; precise float fragment_unnamed_65 = fragment_unnamed_38 + fragment_input_1.x; precise float fragment_unnamed_66 = fragment_unnamed_43 + fragment_input_1.y; precise float fragment_unnamed_75 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_77 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_78 = fragment_uniform_buffer_0[27u].x + fragment_unnamed_75; precise float fragment_unnamed_79 = fragment_uniform_buffer_0[27u].y + fragment_unnamed_77; float4 fragment_unnamed_91 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_55, fragment_unnamed_78), min(fragment_unnamed_56, fragment_unnamed_79), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_100 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_57, fragment_unnamed_78), min(fragment_unnamed_58, fragment_unnamed_79), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_105 = fragment_unnamed_100.x * 0.0540540516376495361328125f; precise float fragment_unnamed_107 = fragment_unnamed_100.y * 0.0540540516376495361328125f; precise float fragment_unnamed_108 = fragment_unnamed_100.z * 0.0540540516376495361328125f; precise float fragment_unnamed_116 = fragment_uniform_buffer_0[101u].x * 4.0f; precise float fragment_unnamed_118 = fragment_uniform_buffer_0[101u].x * 2.0f; float fragment_unnamed_120 = asfloat(0u); float fragment_unnamed_121 = asfloat(0u); precise float fragment_unnamed_122 = (-0.0f) - fragment_unnamed_116; precise float fragment_unnamed_123 = (-0.0f) - fragment_unnamed_120; precise float fragment_unnamed_124 = (-0.0f) - fragment_unnamed_118; precise float fragment_unnamed_125 = (-0.0f) - fragment_unnamed_121; precise float fragment_unnamed_130 = fragment_unnamed_122 + fragment_input_1.x; precise float fragment_unnamed_131 = fragment_unnamed_123 + fragment_input_1.y; precise float fragment_unnamed_132 = fragment_unnamed_124 + fragment_input_1.x; precise float fragment_unnamed_133 = fragment_unnamed_125 + fragment_input_1.y; precise float fragment_unnamed_138 = fragment_unnamed_118 + fragment_input_1.x; precise float fragment_unnamed_139 = fragment_unnamed_121 + fragment_input_1.y; precise float fragment_unnamed_140 = fragment_unnamed_116 + fragment_input_1.x; precise float fragment_unnamed_141 = fragment_unnamed_120 + fragment_input_1.y; float4 fragment_unnamed_149 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_78, fragment_unnamed_130), min(fragment_unnamed_79, fragment_unnamed_131), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_161 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_78, fragment_unnamed_132), min(fragment_unnamed_79, fragment_unnamed_133), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_78, fragment_input_1.x), min(fragment_unnamed_79, fragment_input_1.y), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_195 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_78, fragment_unnamed_138), min(fragment_unnamed_79, fragment_unnamed_139), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_206 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_78, fragment_unnamed_140), min(fragment_unnamed_79, fragment_unnamed_141), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_221 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, fragment_unnamed_78), min(fragment_unnamed_64, fragment_unnamed_79), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_229 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_65, fragment_unnamed_78), min(fragment_unnamed_66, fragment_unnamed_79), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = mad(fragment_unnamed_229.x, 0.01621622033417224884033203125f, mad(fragment_unnamed_221.x, 0.0540540516376495361328125f, mad(fragment_unnamed_206.x, 0.12162162363529205322265625f, mad(fragment_unnamed_195.x, 0.1945945918560028076171875f, mad(fragment_unnamed_179.x, 0.2270270287990570068359375f, mad(fragment_unnamed_161.x, 0.1945945918560028076171875f, mad(fragment_unnamed_149.x, 0.12162162363529205322265625f, mad(fragment_unnamed_91.x, 0.01621622033417224884033203125f, fragment_unnamed_105)))))))); fragment_output_0.y = mad(fragment_unnamed_229.y, 0.01621622033417224884033203125f, mad(fragment_unnamed_221.y, 0.0540540516376495361328125f, mad(fragment_unnamed_206.y, 0.12162162363529205322265625f, mad(fragment_unnamed_195.y, 0.1945945918560028076171875f, mad(fragment_unnamed_179.y, 0.2270270287990570068359375f, mad(fragment_unnamed_161.y, 0.1945945918560028076171875f, mad(fragment_unnamed_149.y, 0.12162162363529205322265625f, mad(fragment_unnamed_91.y, 0.01621622033417224884033203125f, fragment_unnamed_107)))))))); fragment_output_0.z = mad(fragment_unnamed_229.z, 0.01621622033417224884033203125f, mad(fragment_unnamed_221.z, 0.0540540516376495361328125f, mad(fragment_unnamed_206.z, 0.12162162363529205322265625f, mad(fragment_unnamed_195.z, 0.1945945918560028076171875f, mad(fragment_unnamed_179.z, 0.2270270287990570068359375f, mad(fragment_unnamed_161.z, 0.1945945918560028076171875f, mad(fragment_unnamed_149.z, 0.12162162363529205322265625f, mad(fragment_unnamed_91.z, 0.01621622033417224884033203125f, fragment_unnamed_108)))))))); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Bloom Blur Vertical" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 148955 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[133]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[132u].y; precise float fragment_unnamed_52 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_54 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float fragment_unnamed_60 = mad(fragment_unnamed_52, 0.5f, fragment_uniform_buffer_0[28u].x); float fragment_unnamed_62 = mad(fragment_unnamed_54, 0.5f, fragment_uniform_buffer_0[28u].y); float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_60, mad(fragment_unnamed_34, 0.0f, fragment_input_1.x)), min(fragment_unnamed_62, mad(fragment_unnamed_37, -3.23076915740966796875f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_79 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_81 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_99 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_60, mad(fragment_unnamed_79, 0.0f, fragment_input_1.x)), min(fragment_unnamed_62, mad(fragment_unnamed_81, -1.384615421295166015625f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_107 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_60, mad(fragment_unnamed_79, 0.0f, fragment_input_1.x)), min(fragment_unnamed_62, mad(fragment_unnamed_81, 1.384615421295166015625f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_112 = fragment_unnamed_99.x * 0.3162162303924560546875f; precise float fragment_unnamed_114 = fragment_unnamed_99.y * 0.3162162303924560546875f; precise float fragment_unnamed_115 = fragment_unnamed_99.z * 0.3162162303924560546875f; float4 fragment_unnamed_129 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_60, fragment_input_1.x), min(fragment_unnamed_62, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_144 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_146 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_60, mad(fragment_unnamed_144, 0.0f, fragment_input_1.x)), min(fragment_unnamed_62, mad(fragment_unnamed_146, 3.23076915740966796875f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = mad(fragment_unnamed_159.x, 0.0702702701091766357421875f, mad(fragment_unnamed_107.x, 0.3162162303924560546875f, mad(fragment_unnamed_129.x, 0.2270270287990570068359375f, mad(fragment_unnamed_71.x, 0.0702702701091766357421875f, fragment_unnamed_112)))); fragment_output_0.y = mad(fragment_unnamed_159.y, 0.0702702701091766357421875f, mad(fragment_unnamed_107.y, 0.3162162303924560546875f, mad(fragment_unnamed_129.y, 0.2270270287990570068359375f, mad(fragment_unnamed_71.y, 0.0702702701091766357421875f, fragment_unnamed_114)))); fragment_output_0.z = mad(fragment_unnamed_159.z, 0.0702702701091766357421875f, mad(fragment_unnamed_107.z, 0.3162162303924560546875f, mad(fragment_unnamed_129.z, 0.2270270287990570068359375f, mad(fragment_unnamed_71.z, 0.0702702701091766357421875f, fragment_unnamed_115)))); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[102]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_36 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_57 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_59 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float fragment_unnamed_65 = mad(fragment_unnamed_57, 0.5f, fragment_uniform_buffer_0[27u].x); float fragment_unnamed_67 = mad(fragment_unnamed_59, 0.5f, fragment_uniform_buffer_0[27u].y); float fragment_unnamed_73 = float(uint(gl_Layer)); float4 fragment_unnamed_80 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_36, 0.0f, fragment_input_1.x), fragment_unnamed_65), min(mad(fragment_unnamed_39, -1.384615421295166015625f, fragment_input_1.y), fragment_unnamed_67), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_86 = fragment_unnamed_80.x * 0.3162162303924560546875f; precise float fragment_unnamed_88 = fragment_unnamed_80.y * 0.3162162303924560546875f; precise float fragment_unnamed_89 = fragment_unnamed_80.z * 0.3162162303924560546875f; precise float fragment_unnamed_93 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_95 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_108 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_65, mad(fragment_unnamed_93, 0.0f, fragment_input_1.x)), min(fragment_unnamed_67, mad(fragment_unnamed_95, -3.23076915740966796875f, fragment_input_1.y)), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_126 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_65, fragment_input_1.x), min(fragment_unnamed_67, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_138 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_36, 0.0f, fragment_input_1.x), fragment_unnamed_65), min(mad(fragment_unnamed_39, 1.384615421295166015625f, fragment_input_1.y), fragment_unnamed_67), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_149 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_151 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_164 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_65, mad(fragment_unnamed_149, 0.0f, fragment_input_1.x)), min(fragment_unnamed_67, mad(fragment_unnamed_151, 3.23076915740966796875f, fragment_input_1.y)), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); fragment_output_0.x = mad(fragment_unnamed_164.x, 0.0702702701091766357421875f, mad(fragment_unnamed_138.x, 0.3162162303924560546875f, mad(fragment_unnamed_126.x, 0.2270270287990570068359375f, mad(fragment_unnamed_108.x, 0.0702702701091766357421875f, fragment_unnamed_86)))); fragment_output_0.y = mad(fragment_unnamed_164.y, 0.0702702701091766357421875f, mad(fragment_unnamed_138.y, 0.3162162303924560546875f, mad(fragment_unnamed_126.y, 0.2270270287990570068359375f, mad(fragment_unnamed_108.y, 0.0702702701091766357421875f, fragment_unnamed_88)))); fragment_output_0.z = mad(fragment_unnamed_164.z, 0.0702702701091766357421875f, mad(fragment_unnamed_138.z, 0.3162162303924560546875f, mad(fragment_unnamed_126.z, 0.2270270287990570068359375f, mad(fragment_unnamed_108.z, 0.0702702701091766357421875f, fragment_unnamed_89)))); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Bloom Upsample" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 212892 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 _ _BLOOM_HQ #ifndef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifndef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _Params; static float4 fragment_uniform_buffer_0[138]; Texture2D _BlitTexture; Texture2D _SourceTexLowMip; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_44 = _SourceTexLowMip.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_57 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_59 = fragment_unnamed_57.x; float fragment_unnamed_60 = fragment_unnamed_57.y; float fragment_unnamed_61 = fragment_unnamed_57.z; precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59; precise float fragment_unnamed_64 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_65 = (-0.0f) - fragment_unnamed_61; precise float fragment_unnamed_66 = fragment_unnamed_44.x + fragment_unnamed_62; precise float fragment_unnamed_67 = fragment_unnamed_44.y + fragment_unnamed_64; precise float fragment_unnamed_68 = fragment_unnamed_44.z + fragment_unnamed_65; fragment_output_0.x = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_66, fragment_unnamed_59); fragment_output_0.y = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_67, fragment_unnamed_60); fragment_output_0.z = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_68, fragment_unnamed_61); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[137] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef STEREO_INSTANCING_ON #ifndef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _Params; static float4 fragment_uniform_buffer_0[107]; Texture2DArray _BlitTexture; Texture2DArray _SourceTexLowMip; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_33 = float(uint(gl_Layer)); float4 fragment_unnamed_48 = _SourceTexLowMip.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_33), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_58 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_33), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_60 = fragment_unnamed_58.x; float fragment_unnamed_61 = fragment_unnamed_58.y; float fragment_unnamed_62 = fragment_unnamed_58.z; precise float fragment_unnamed_63 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_65 = (-0.0f) - fragment_unnamed_61; precise float fragment_unnamed_66 = (-0.0f) - fragment_unnamed_62; precise float fragment_unnamed_67 = fragment_unnamed_63 + fragment_unnamed_48.x; precise float fragment_unnamed_68 = fragment_unnamed_65 + fragment_unnamed_48.y; precise float fragment_unnamed_69 = fragment_unnamed_66 + fragment_unnamed_48.z; fragment_output_0.x = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_67, fragment_unnamed_60); fragment_output_0.y = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_68, fragment_unnamed_61); fragment_output_0.z = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_69, fragment_unnamed_62); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[106] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_BLOOM_HQ #ifdef _BLOOM_HQ #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _SourceTexLowMip_TexelSize; float4 _Params; static float4 fragment_uniform_buffer_0[138]; Texture2D _BlitTexture; Texture2D _SourceTexLowMip; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_44 = mad(fragment_input_1.x, fragment_uniform_buffer_0[136u].z, 0.5f); float fragment_unnamed_46 = mad(fragment_input_1.y, fragment_uniform_buffer_0[136u].w, 0.5f); float fragment_unnamed_47 = frac(fragment_unnamed_44); float fragment_unnamed_48 = frac(fragment_unnamed_46); float fragment_unnamed_49 = floor(fragment_unnamed_44); float fragment_unnamed_50 = floor(fragment_unnamed_46); precise float fragment_unnamed_54 = fragment_unnamed_47 * fragment_unnamed_47; precise float fragment_unnamed_55 = fragment_unnamed_48 * fragment_unnamed_48; float fragment_unnamed_56 = mad(fragment_unnamed_54, mad(fragment_unnamed_47, 0.5f, -1.0f), 0.666666686534881591796875f); float fragment_unnamed_58 = mad(fragment_unnamed_55, mad(fragment_unnamed_48, 0.5f, -1.0f), 0.666666686534881591796875f); precise float fragment_unnamed_59 = (-0.0f) - fragment_unnamed_56; precise float fragment_unnamed_61 = (-0.0f) - fragment_unnamed_58; precise float fragment_unnamed_62 = fragment_unnamed_59 + 1.0f; precise float fragment_unnamed_64 = fragment_unnamed_61 + 1.0f; precise float fragment_unnamed_65 = (-0.0f) - fragment_unnamed_47; precise float fragment_unnamed_66 = (-0.0f) - fragment_unnamed_48; float fragment_unnamed_77 = mad(fragment_unnamed_47, mad(fragment_unnamed_47, mad(fragment_unnamed_65, 0.5f, 0.5f), 0.5f), 0.16666667163372039794921875f); float fragment_unnamed_78 = mad(fragment_unnamed_48, mad(fragment_unnamed_48, mad(fragment_unnamed_66, 0.5f, 0.5f), 0.5f), 0.16666667163372039794921875f); float fragment_unnamed_79 = mad(fragment_unnamed_47, mad(fragment_unnamed_47, mad(fragment_unnamed_65, 0.16666667163372039794921875f, 0.5f), -0.5f), 0.16666667163372039794921875f); float fragment_unnamed_80 = mad(fragment_unnamed_48, mad(fragment_unnamed_48, mad(fragment_unnamed_66, 0.16666667163372039794921875f, 0.5f), -0.5f), 0.16666667163372039794921875f); precise float fragment_unnamed_81 = (-0.0f) - fragment_unnamed_77; precise float fragment_unnamed_82 = (-0.0f) - fragment_unnamed_78; precise float fragment_unnamed_83 = fragment_unnamed_62 + fragment_unnamed_81; precise float fragment_unnamed_84 = fragment_unnamed_64 + fragment_unnamed_82; precise float fragment_unnamed_85 = (-0.0f) - fragment_unnamed_79; precise float fragment_unnamed_86 = (-0.0f) - fragment_unnamed_80; precise float fragment_unnamed_87 = fragment_unnamed_85 + fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_86 + fragment_unnamed_84; precise float fragment_unnamed_89 = fragment_unnamed_87 + fragment_unnamed_77; precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_78; precise float fragment_unnamed_91 = fragment_unnamed_56 + fragment_unnamed_79; precise float fragment_unnamed_92 = fragment_unnamed_58 + fragment_unnamed_80; precise float fragment_unnamed_93 = 1.0f / fragment_unnamed_89; precise float fragment_unnamed_94 = 1.0f / fragment_unnamed_90; float fragment_unnamed_95 = mad(fragment_unnamed_87, fragment_unnamed_93, 1.0f); float fragment_unnamed_96 = mad(fragment_unnamed_88, fragment_unnamed_94, 1.0f); precise float fragment_unnamed_97 = 1.0f / fragment_unnamed_91; precise float fragment_unnamed_98 = 1.0f / fragment_unnamed_92; float fragment_unnamed_99 = mad(fragment_unnamed_56, fragment_unnamed_97, -1.0f); float fragment_unnamed_100 = mad(fragment_unnamed_58, fragment_unnamed_98, -1.0f); precise float fragment_unnamed_101 = fragment_unnamed_49 + fragment_unnamed_99; precise float fragment_unnamed_102 = fragment_unnamed_50 + fragment_unnamed_96; precise float fragment_unnamed_103 = fragment_unnamed_49 + fragment_unnamed_95; precise float fragment_unnamed_104 = fragment_unnamed_50 + fragment_unnamed_96; precise float fragment_unnamed_105 = fragment_unnamed_49 + fragment_unnamed_99; precise float fragment_unnamed_106 = fragment_unnamed_50 + fragment_unnamed_100; precise float fragment_unnamed_107 = fragment_unnamed_49 + fragment_unnamed_95; precise float fragment_unnamed_108 = fragment_unnamed_50 + fragment_unnamed_100; precise float fragment_unnamed_109 = fragment_unnamed_105 + (-0.5f); precise float fragment_unnamed_110 = fragment_unnamed_106 + (-0.5f); precise float fragment_unnamed_111 = fragment_unnamed_107 + (-0.5f); precise float fragment_unnamed_112 = fragment_unnamed_108 + (-0.5f); precise float fragment_unnamed_117 = fragment_unnamed_109 * fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_118 = fragment_unnamed_110 * fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_119 = fragment_unnamed_111 * fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_120 = fragment_unnamed_112 * fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_125 = fragment_unnamed_101 + (-0.5f); precise float fragment_unnamed_126 = fragment_unnamed_102 + (-0.5f); precise float fragment_unnamed_127 = fragment_unnamed_103 + (-0.5f); precise float fragment_unnamed_128 = fragment_unnamed_104 + (-0.5f); precise float fragment_unnamed_133 = fragment_unnamed_125 * fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_134 = fragment_unnamed_126 * fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_135 = fragment_unnamed_127 * fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_136 = fragment_unnamed_128 * fragment_uniform_buffer_0[136u].y; float4 fragment_unnamed_144 = _SourceTexLowMip.SampleLevel(S0, float2(min(fragment_unnamed_135, 1.0f), min(fragment_unnamed_136, 1.0f)), 0.0f); float4 fragment_unnamed_149 = _SourceTexLowMip.SampleLevel(S0, float2(min(fragment_unnamed_133, 1.0f), min(fragment_unnamed_134, 1.0f)), 0.0f); precise float fragment_unnamed_154 = fragment_unnamed_89 * fragment_unnamed_144.x; precise float fragment_unnamed_155 = fragment_unnamed_89 * fragment_unnamed_144.y; precise float fragment_unnamed_156 = fragment_unnamed_89 * fragment_unnamed_144.z; precise float fragment_unnamed_160 = fragment_unnamed_90 * mad(fragment_unnamed_91, fragment_unnamed_149.x, fragment_unnamed_154); precise float fragment_unnamed_161 = fragment_unnamed_90 * mad(fragment_unnamed_91, fragment_unnamed_149.y, fragment_unnamed_155); precise float fragment_unnamed_162 = fragment_unnamed_90 * mad(fragment_unnamed_91, fragment_unnamed_149.z, fragment_unnamed_156); float4 fragment_unnamed_163 = _SourceTexLowMip.SampleLevel(S0, float2(min(fragment_unnamed_119, 1.0f), min(fragment_unnamed_120, 1.0f)), 0.0f); float4 fragment_unnamed_168 = _SourceTexLowMip.SampleLevel(S0, float2(min(fragment_unnamed_117, 1.0f), min(fragment_unnamed_118, 1.0f)), 0.0f); precise float fragment_unnamed_173 = fragment_unnamed_89 * fragment_unnamed_163.x; precise float fragment_unnamed_174 = fragment_unnamed_89 * fragment_unnamed_163.y; precise float fragment_unnamed_175 = fragment_unnamed_89 * fragment_unnamed_163.z; float4 fragment_unnamed_191 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_193 = fragment_unnamed_191.x; float fragment_unnamed_194 = fragment_unnamed_191.y; float fragment_unnamed_195 = fragment_unnamed_191.z; precise float fragment_unnamed_196 = (-0.0f) - fragment_unnamed_193; precise float fragment_unnamed_197 = (-0.0f) - fragment_unnamed_194; precise float fragment_unnamed_198 = (-0.0f) - fragment_unnamed_195; precise float fragment_unnamed_199 = mad(fragment_unnamed_92, mad(fragment_unnamed_91, fragment_unnamed_168.x, fragment_unnamed_173), fragment_unnamed_160) + fragment_unnamed_196; precise float fragment_unnamed_200 = mad(fragment_unnamed_92, mad(fragment_unnamed_91, fragment_unnamed_168.y, fragment_unnamed_174), fragment_unnamed_161) + fragment_unnamed_197; precise float fragment_unnamed_201 = mad(fragment_unnamed_92, mad(fragment_unnamed_91, fragment_unnamed_168.z, fragment_unnamed_175), fragment_unnamed_162) + fragment_unnamed_198; fragment_output_0.x = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_199, fragment_unnamed_193); fragment_output_0.y = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_200, fragment_unnamed_194); fragment_output_0.z = mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_201, fragment_unnamed_195); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_SourceTexLowMip_TexelSize[0], _SourceTexLowMip_TexelSize[1], _SourceTexLowMip_TexelSize[2], _SourceTexLowMip_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _BLOOM_HQ #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef _BLOOM_HQ #define ANY_SHADER_VARIANT_ACTIVE float4 _SourceTexLowMip_TexelSize; float4 _Params; static float4 fragment_uniform_buffer_0[107]; Texture2DArray _BlitTexture; Texture2DArray _SourceTexLowMip; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_46 = mad(fragment_input_1.x, fragment_uniform_buffer_0[105u].z, 0.5f); float fragment_unnamed_48 = mad(fragment_input_1.y, fragment_uniform_buffer_0[105u].w, 0.5f); float fragment_unnamed_49 = frac(fragment_unnamed_46); float fragment_unnamed_50 = frac(fragment_unnamed_48); float fragment_unnamed_51 = floor(fragment_unnamed_46); float fragment_unnamed_52 = floor(fragment_unnamed_48); precise float fragment_unnamed_56 = fragment_unnamed_49 * fragment_unnamed_49; precise float fragment_unnamed_57 = fragment_unnamed_50 * fragment_unnamed_50; float fragment_unnamed_58 = mad(fragment_unnamed_56, mad(fragment_unnamed_49, 0.5f, -1.0f), 0.666666686534881591796875f); float fragment_unnamed_60 = mad(fragment_unnamed_57, mad(fragment_unnamed_50, 0.5f, -1.0f), 0.666666686534881591796875f); precise float fragment_unnamed_61 = (-0.0f) - fragment_unnamed_58; precise float fragment_unnamed_63 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_64 = fragment_unnamed_61 + 1.0f; precise float fragment_unnamed_66 = fragment_unnamed_63 + 1.0f; precise float fragment_unnamed_67 = (-0.0f) - fragment_unnamed_49; precise float fragment_unnamed_68 = (-0.0f) - fragment_unnamed_50; float fragment_unnamed_79 = mad(fragment_unnamed_49, mad(fragment_unnamed_49, mad(fragment_unnamed_67, 0.5f, 0.5f), 0.5f), 0.16666667163372039794921875f); float fragment_unnamed_80 = mad(fragment_unnamed_50, mad(fragment_unnamed_50, mad(fragment_unnamed_68, 0.5f, 0.5f), 0.5f), 0.16666667163372039794921875f); float fragment_unnamed_81 = mad(fragment_unnamed_49, mad(fragment_unnamed_49, mad(fragment_unnamed_67, 0.16666667163372039794921875f, 0.5f), -0.5f), 0.16666667163372039794921875f); float fragment_unnamed_82 = mad(fragment_unnamed_50, mad(fragment_unnamed_50, mad(fragment_unnamed_68, 0.16666667163372039794921875f, 0.5f), -0.5f), 0.16666667163372039794921875f); precise float fragment_unnamed_83 = (-0.0f) - fragment_unnamed_79; precise float fragment_unnamed_84 = (-0.0f) - fragment_unnamed_80; precise float fragment_unnamed_85 = fragment_unnamed_64 + fragment_unnamed_83; precise float fragment_unnamed_86 = fragment_unnamed_66 + fragment_unnamed_84; precise float fragment_unnamed_87 = (-0.0f) - fragment_unnamed_81; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_82; precise float fragment_unnamed_89 = fragment_unnamed_87 + fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_86; precise float fragment_unnamed_91 = fragment_unnamed_89 + fragment_unnamed_79; precise float fragment_unnamed_92 = fragment_unnamed_90 + fragment_unnamed_80; precise float fragment_unnamed_93 = fragment_unnamed_58 + fragment_unnamed_81; precise float fragment_unnamed_94 = fragment_unnamed_60 + fragment_unnamed_82; precise float fragment_unnamed_95 = 1.0f / fragment_unnamed_91; precise float fragment_unnamed_96 = 1.0f / fragment_unnamed_92; float fragment_unnamed_97 = mad(fragment_unnamed_89, fragment_unnamed_95, 1.0f); float fragment_unnamed_98 = mad(fragment_unnamed_90, fragment_unnamed_96, 1.0f); precise float fragment_unnamed_99 = 1.0f / fragment_unnamed_93; precise float fragment_unnamed_100 = 1.0f / fragment_unnamed_94; float fragment_unnamed_101 = mad(fragment_unnamed_58, fragment_unnamed_99, -1.0f); float fragment_unnamed_102 = mad(fragment_unnamed_60, fragment_unnamed_100, -1.0f); precise float fragment_unnamed_103 = fragment_unnamed_51 + fragment_unnamed_101; precise float fragment_unnamed_104 = fragment_unnamed_52 + fragment_unnamed_98; precise float fragment_unnamed_105 = fragment_unnamed_51 + fragment_unnamed_97; precise float fragment_unnamed_106 = fragment_unnamed_52 + fragment_unnamed_98; precise float fragment_unnamed_107 = fragment_unnamed_51 + fragment_unnamed_101; precise float fragment_unnamed_108 = fragment_unnamed_52 + fragment_unnamed_102; precise float fragment_unnamed_109 = fragment_unnamed_51 + fragment_unnamed_97; precise float fragment_unnamed_110 = fragment_unnamed_52 + fragment_unnamed_102; precise float fragment_unnamed_111 = fragment_unnamed_107 + (-0.5f); precise float fragment_unnamed_112 = fragment_unnamed_108 + (-0.5f); precise float fragment_unnamed_113 = fragment_unnamed_109 + (-0.5f); precise float fragment_unnamed_114 = fragment_unnamed_110 + (-0.5f); precise float fragment_unnamed_119 = fragment_unnamed_111 * fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_120 = fragment_unnamed_112 * fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_121 = fragment_unnamed_113 * fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_122 = fragment_unnamed_114 * fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_123 = fragment_unnamed_103 + (-0.5f); precise float fragment_unnamed_124 = fragment_unnamed_104 + (-0.5f); precise float fragment_unnamed_125 = fragment_unnamed_105 + (-0.5f); precise float fragment_unnamed_126 = fragment_unnamed_106 + (-0.5f); precise float fragment_unnamed_131 = fragment_unnamed_123 * fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_132 = fragment_unnamed_124 * fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_133 = fragment_unnamed_125 * fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_134 = fragment_unnamed_126 * fragment_uniform_buffer_0[105u].y; float fragment_unnamed_140 = float(uint(gl_Layer)); float4 fragment_unnamed_144 = _SourceTexLowMip.SampleLevel(S0, float3(min(fragment_unnamed_131, 1.0f), min(fragment_unnamed_132, 1.0f), fragment_unnamed_140), 0.0f); float4 fragment_unnamed_150 = _SourceTexLowMip.SampleLevel(S0, float3(min(fragment_unnamed_133, 1.0f), min(fragment_unnamed_134, 1.0f), fragment_unnamed_140), 0.0f); precise float fragment_unnamed_155 = fragment_unnamed_91 * fragment_unnamed_150.x; precise float fragment_unnamed_156 = fragment_unnamed_91 * fragment_unnamed_150.y; precise float fragment_unnamed_157 = fragment_unnamed_91 * fragment_unnamed_150.z; precise float fragment_unnamed_161 = fragment_unnamed_92 * mad(fragment_unnamed_93, fragment_unnamed_144.x, fragment_unnamed_155); precise float fragment_unnamed_162 = fragment_unnamed_92 * mad(fragment_unnamed_93, fragment_unnamed_144.y, fragment_unnamed_156); precise float fragment_unnamed_163 = fragment_unnamed_92 * mad(fragment_unnamed_93, fragment_unnamed_144.z, fragment_unnamed_157); float4 fragment_unnamed_168 = _SourceTexLowMip.SampleLevel(S0, float3(min(fragment_unnamed_119, 1.0f), min(fragment_unnamed_120, 1.0f), fragment_unnamed_140), 0.0f); float4 fragment_unnamed_173 = _SourceTexLowMip.SampleLevel(S0, float3(min(fragment_unnamed_121, 1.0f), min(fragment_unnamed_122, 1.0f), fragment_unnamed_140), 0.0f); precise float fragment_unnamed_178 = fragment_unnamed_91 * fragment_unnamed_173.x; precise float fragment_unnamed_179 = fragment_unnamed_91 * fragment_unnamed_173.y; precise float fragment_unnamed_180 = fragment_unnamed_91 * fragment_unnamed_173.z; float4 fragment_unnamed_196 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_140), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_198 = fragment_unnamed_196.x; float fragment_unnamed_199 = fragment_unnamed_196.y; float fragment_unnamed_200 = fragment_unnamed_196.z; precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_198; precise float fragment_unnamed_202 = (-0.0f) - fragment_unnamed_199; precise float fragment_unnamed_203 = (-0.0f) - fragment_unnamed_200; precise float fragment_unnamed_204 = mad(fragment_unnamed_94, mad(fragment_unnamed_93, fragment_unnamed_168.x, fragment_unnamed_178), fragment_unnamed_161) + fragment_unnamed_201; precise float fragment_unnamed_205 = mad(fragment_unnamed_94, mad(fragment_unnamed_93, fragment_unnamed_168.y, fragment_unnamed_179), fragment_unnamed_162) + fragment_unnamed_202; precise float fragment_unnamed_206 = mad(fragment_unnamed_94, mad(fragment_unnamed_93, fragment_unnamed_168.z, fragment_unnamed_180), fragment_unnamed_163) + fragment_unnamed_203; fragment_output_0.x = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_204, fragment_unnamed_198); fragment_output_0.y = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_205, fragment_unnamed_199); fragment_output_0.z = mad(fragment_uniform_buffer_0[106u].x, fragment_unnamed_206, fragment_unnamed_200); fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_SourceTexLowMip_TexelSize[0], _SourceTexLowMip_TexelSize[1], _SourceTexLowMip_TexelSize[2], _SourceTexLowMip_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _BLOOM_HQ ENDHLSL } Pass { Name "Bloom Kawase" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 293793 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; float4 _Params; float4 _Params2; static float4 fragment_uniform_buffer_0[139]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[138u].x; precise float fragment_unnamed_53 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_55 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float fragment_unnamed_61 = mad(fragment_unnamed_53, 0.5f, fragment_uniform_buffer_0[28u].x); float fragment_unnamed_63 = mad(fragment_unnamed_55, 0.5f, fragment_uniform_buffer_0[28u].y); float4 fragment_unnamed_72 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_34, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_34, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_80 = fragment_uniform_buffer_0[138u].x * (-1.0f); precise float fragment_unnamed_82 = fragment_uniform_buffer_0[138u].x * 1.0f; precise float fragment_unnamed_84 = fragment_uniform_buffer_0[138u].x * 1.0f; precise float fragment_unnamed_85 = fragment_uniform_buffer_0[138u].x * (-1.0f); precise float fragment_unnamed_86 = (-0.0f) - fragment_unnamed_80; precise float fragment_unnamed_87 = (-0.0f) - fragment_unnamed_82; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_84; precise float fragment_unnamed_89 = (-0.0f) - fragment_unnamed_85; float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_86, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_87, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_132 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_uniform_buffer_0[138u].x, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_uniform_buffer_0[138u].x, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_140 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_88, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_89, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_145 = fragment_unnamed_72.x + fragment_unnamed_109.x; precise float fragment_unnamed_146 = fragment_unnamed_72.y + fragment_unnamed_109.y; precise float fragment_unnamed_147 = fragment_unnamed_72.z + fragment_unnamed_109.z; precise float fragment_unnamed_148 = fragment_unnamed_132.x + fragment_unnamed_145; precise float fragment_unnamed_149 = fragment_unnamed_132.y + fragment_unnamed_146; precise float fragment_unnamed_150 = fragment_unnamed_132.z + fragment_unnamed_147; precise float fragment_unnamed_151 = fragment_unnamed_140.x + fragment_unnamed_148; precise float fragment_unnamed_152 = fragment_unnamed_140.y + fragment_unnamed_149; precise float fragment_unnamed_153 = fragment_unnamed_140.z + fragment_unnamed_150; precise float fragment_unnamed_154 = fragment_unnamed_151 * 0.25f; precise float fragment_unnamed_156 = fragment_unnamed_152 * 0.25f; precise float fragment_unnamed_157 = fragment_unnamed_153 * 0.25f; float fragment_unnamed_192; float fragment_unnamed_193; float fragment_unnamed_194; if (fragment_uniform_buffer_0[138u].y < 0.999000012874603271484375f) { float4 fragment_unnamed_174 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, fragment_input_1.x), min(fragment_unnamed_63, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_176 = fragment_unnamed_174.x; float fragment_unnamed_177 = fragment_unnamed_174.y; float fragment_unnamed_178 = fragment_unnamed_174.z; precise float fragment_unnamed_179 = (-0.0f) - fragment_unnamed_176; precise float fragment_unnamed_180 = (-0.0f) - fragment_unnamed_177; precise float fragment_unnamed_181 = (-0.0f) - fragment_unnamed_178; fragment_unnamed_192 = mad(fragment_uniform_buffer_0[137u].x, mad(fragment_unnamed_153, 0.25f, fragment_unnamed_181), fragment_unnamed_178); fragment_unnamed_193 = mad(fragment_uniform_buffer_0[137u].x, mad(fragment_unnamed_152, 0.25f, fragment_unnamed_180), fragment_unnamed_177); fragment_unnamed_194 = mad(fragment_uniform_buffer_0[137u].x, mad(fragment_unnamed_151, 0.25f, fragment_unnamed_179), fragment_unnamed_176); } else { fragment_unnamed_192 = fragment_unnamed_157; fragment_unnamed_193 = fragment_unnamed_156; fragment_unnamed_194 = fragment_unnamed_154; } fragment_output_0.x = fragment_unnamed_194; fragment_output_0.y = fragment_unnamed_193; fragment_output_0.z = fragment_unnamed_192; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_uniform_buffer_0[138] = float4(_Params2[0], _Params2[1], _Params2[2], _Params2[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; float4 _Params; float4 _Params2; static float4 fragment_uniform_buffer_0[108]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_36 = (-0.0f) - fragment_uniform_buffer_0[107u].x; precise float fragment_unnamed_55 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_57 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float fragment_unnamed_63 = mad(fragment_unnamed_55, 0.5f, fragment_uniform_buffer_0[27u].x); float fragment_unnamed_65 = mad(fragment_unnamed_57, 0.5f, fragment_uniform_buffer_0[27u].y); float fragment_unnamed_69 = float(uint(gl_Layer)); float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, mad(fragment_unnamed_36, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_65, mad(fragment_unnamed_36, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_85 = fragment_uniform_buffer_0[107u].x * (-1.0f); precise float fragment_unnamed_87 = fragment_uniform_buffer_0[107u].x * 1.0f; precise float fragment_unnamed_89 = fragment_uniform_buffer_0[107u].x * 1.0f; precise float fragment_unnamed_90 = fragment_uniform_buffer_0[107u].x * (-1.0f); precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_85; precise float fragment_unnamed_92 = (-0.0f) - fragment_unnamed_87; precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_89; precise float fragment_unnamed_94 = (-0.0f) - fragment_unnamed_90; float4 fragment_unnamed_112 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, mad(fragment_unnamed_91, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_65, mad(fragment_unnamed_92, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_135 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, mad(fragment_uniform_buffer_0[107u].x, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_65, mad(fragment_uniform_buffer_0[107u].x, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_145 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, mad(fragment_unnamed_93, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_65, mad(fragment_unnamed_94, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_150 = fragment_unnamed_76.x + fragment_unnamed_112.x; precise float fragment_unnamed_151 = fragment_unnamed_76.y + fragment_unnamed_112.y; precise float fragment_unnamed_152 = fragment_unnamed_76.z + fragment_unnamed_112.z; precise float fragment_unnamed_153 = fragment_unnamed_135.x + fragment_unnamed_150; precise float fragment_unnamed_154 = fragment_unnamed_135.y + fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_unnamed_135.z + fragment_unnamed_152; precise float fragment_unnamed_156 = fragment_unnamed_145.x + fragment_unnamed_153; precise float fragment_unnamed_157 = fragment_unnamed_145.y + fragment_unnamed_154; precise float fragment_unnamed_158 = fragment_unnamed_145.z + fragment_unnamed_155; precise float fragment_unnamed_159 = fragment_unnamed_156 * 0.25f; precise float fragment_unnamed_161 = fragment_unnamed_157 * 0.25f; precise float fragment_unnamed_162 = fragment_unnamed_158 * 0.25f; float fragment_unnamed_197; float fragment_unnamed_198; float fragment_unnamed_199; if (fragment_uniform_buffer_0[107u].y < 0.999000012874603271484375f) { float4 fragment_unnamed_179 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_63, fragment_input_1.x), min(fragment_unnamed_65, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_181 = fragment_unnamed_179.x; float fragment_unnamed_182 = fragment_unnamed_179.y; float fragment_unnamed_183 = fragment_unnamed_179.z; precise float fragment_unnamed_184 = (-0.0f) - fragment_unnamed_181; precise float fragment_unnamed_185 = (-0.0f) - fragment_unnamed_182; precise float fragment_unnamed_186 = (-0.0f) - fragment_unnamed_183; fragment_unnamed_197 = mad(fragment_uniform_buffer_0[106u].x, mad(fragment_unnamed_156, 0.25f, fragment_unnamed_184), fragment_unnamed_181); fragment_unnamed_198 = mad(fragment_uniform_buffer_0[106u].x, mad(fragment_unnamed_157, 0.25f, fragment_unnamed_185), fragment_unnamed_182); fragment_unnamed_199 = mad(fragment_uniform_buffer_0[106u].x, mad(fragment_unnamed_158, 0.25f, fragment_unnamed_186), fragment_unnamed_183); } else { fragment_unnamed_197 = fragment_unnamed_159; fragment_unnamed_198 = fragment_unnamed_161; fragment_unnamed_199 = fragment_unnamed_162; } fragment_output_0.x = fragment_unnamed_197; fragment_output_0.y = fragment_unnamed_198; fragment_output_0.z = fragment_unnamed_199; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_Params[0], _Params[1], _Params[2], _Params[3]); fragment_uniform_buffer_0[107] = float4(_Params2[0], _Params2[1], _Params2[2], _Params2[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Bloom Dual Downsample" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 353470 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[133]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float fragment_unnamed_44 = mad(fragment_unnamed_34, 0.5f, fragment_uniform_buffer_0[28u].x); float fragment_unnamed_46 = mad(fragment_unnamed_37, 0.5f, fragment_uniform_buffer_0[28u].y); float fragment_unnamed_47 = mad(fragment_unnamed_34, 0.5f, fragment_uniform_buffer_0[28u].x); float fragment_unnamed_48 = mad(fragment_unnamed_37, 0.5f, fragment_uniform_buffer_0[28u].y); float4 fragment_unnamed_63 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_47, fragment_input_1.x), min(fragment_unnamed_48, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_71 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_73 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_90 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_44, mad(fragment_unnamed_71, 0.5f, fragment_input_1.x)), min(fragment_unnamed_46, mad(fragment_unnamed_73, 0.5f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_98 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_47, mad(fragment_unnamed_71, -0.5f, fragment_input_1.x)), min(fragment_unnamed_48, mad(fragment_unnamed_73, 0.5f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_107 = fragment_unnamed_98.x + mad(fragment_unnamed_63.x, 4.0f, fragment_unnamed_90.x); precise float fragment_unnamed_108 = fragment_unnamed_98.y + mad(fragment_unnamed_63.y, 4.0f, fragment_unnamed_90.y); precise float fragment_unnamed_109 = fragment_unnamed_98.z + mad(fragment_unnamed_63.z, 4.0f, fragment_unnamed_90.z); precise float fragment_unnamed_113 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_115 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float4 fragment_unnamed_131 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_44, mad(fragment_unnamed_113, -0.5f, fragment_input_1.x)), min(fragment_unnamed_46, mad(fragment_unnamed_115, -0.5f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_139 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_47, mad(fragment_unnamed_113, 0.5f, fragment_input_1.x)), min(fragment_unnamed_48, mad(fragment_unnamed_115, -0.5f, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_144 = fragment_unnamed_107 + fragment_unnamed_131.x; precise float fragment_unnamed_145 = fragment_unnamed_108 + fragment_unnamed_131.y; precise float fragment_unnamed_146 = fragment_unnamed_109 + fragment_unnamed_131.z; precise float fragment_unnamed_147 = fragment_unnamed_139.x + fragment_unnamed_144; precise float fragment_unnamed_148 = fragment_unnamed_139.y + fragment_unnamed_145; precise float fragment_unnamed_149 = fragment_unnamed_139.z + fragment_unnamed_146; precise float fragment_unnamed_150 = fragment_unnamed_147 * 0.125f; precise float fragment_unnamed_152 = fragment_unnamed_148 * 0.125f; precise float fragment_unnamed_153 = fragment_unnamed_149 * 0.125f; fragment_output_0.x = fragment_unnamed_150; fragment_output_0.y = fragment_unnamed_152; fragment_output_0.z = fragment_unnamed_153; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; static float4 fragment_uniform_buffer_0[102]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_36 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[101u].y; precise float fragment_unnamed_56 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_58 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float fragment_unnamed_64 = mad(fragment_unnamed_56, 0.5f, fragment_uniform_buffer_0[27u].x); float fragment_unnamed_65 = mad(fragment_unnamed_58, 0.5f, fragment_uniform_buffer_0[27u].y); float fragment_unnamed_66 = mad(fragment_unnamed_56, 0.5f, fragment_uniform_buffer_0[27u].x); float fragment_unnamed_67 = mad(fragment_unnamed_58, 0.5f, fragment_uniform_buffer_0[27u].y); float fragment_unnamed_73 = float(uint(gl_Layer)); float4 fragment_unnamed_80 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_36, 0.5f, fragment_input_1.x), fragment_unnamed_64), min(mad(fragment_unnamed_39, 0.5f, fragment_input_1.y), fragment_unnamed_65), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_95 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_66, fragment_input_1.x), min(fragment_unnamed_67, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_107 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_36, -0.5f, fragment_input_1.x), fragment_unnamed_66), min(mad(fragment_unnamed_39, 0.5f, fragment_input_1.y), fragment_unnamed_67), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_112 = mad(fragment_unnamed_95.x, 4.0f, fragment_unnamed_80.x) + fragment_unnamed_107.x; precise float fragment_unnamed_113 = mad(fragment_unnamed_95.y, 4.0f, fragment_unnamed_80.y) + fragment_unnamed_107.y; precise float fragment_unnamed_114 = mad(fragment_unnamed_95.z, 4.0f, fragment_unnamed_80.z) + fragment_unnamed_107.z; precise float fragment_unnamed_118 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_120 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float4 fragment_unnamed_136 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_64, mad(fragment_unnamed_118, -0.5f, fragment_input_1.x)), min(fragment_unnamed_65, mad(fragment_unnamed_120, -0.5f, fragment_input_1.y)), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_144 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_66, mad(fragment_unnamed_118, 0.5f, fragment_input_1.x)), min(fragment_unnamed_67, mad(fragment_unnamed_120, -0.5f, fragment_input_1.y)), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_149 = fragment_unnamed_112 + fragment_unnamed_136.x; precise float fragment_unnamed_150 = fragment_unnamed_113 + fragment_unnamed_136.y; precise float fragment_unnamed_151 = fragment_unnamed_114 + fragment_unnamed_136.z; precise float fragment_unnamed_152 = fragment_unnamed_144.x + fragment_unnamed_149; precise float fragment_unnamed_153 = fragment_unnamed_144.y + fragment_unnamed_150; precise float fragment_unnamed_154 = fragment_unnamed_144.z + fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_unnamed_152 * 0.125f; precise float fragment_unnamed_157 = fragment_unnamed_153 * 0.125f; precise float fragment_unnamed_158 = fragment_unnamed_154 * 0.125f; fragment_output_0.x = fragment_unnamed_155; fragment_output_0.y = fragment_unnamed_157; fragment_output_0.z = fragment_unnamed_158; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Bloom Dual Upsample" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 410683 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; float4 _Params2; static float4 fragment_uniform_buffer_0[139]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[138u].w; precise float fragment_unnamed_53 = (-0.0f) - fragment_uniform_buffer_0[132u].x; precise float fragment_unnamed_55 = (-0.0f) - fragment_uniform_buffer_0[132u].y; float fragment_unnamed_61 = mad(fragment_unnamed_53, 0.5f, fragment_uniform_buffer_0[28u].x); float fragment_unnamed_63 = mad(fragment_unnamed_55, 0.5f, fragment_uniform_buffer_0[28u].y); float4 fragment_unnamed_72 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_34, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_34, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_80 = fragment_uniform_buffer_0[138u].w * (-1.0f); precise float fragment_unnamed_82 = fragment_uniform_buffer_0[138u].w * 1.0f; precise float fragment_unnamed_84 = fragment_uniform_buffer_0[138u].w * 1.0f; precise float fragment_unnamed_85 = fragment_uniform_buffer_0[138u].w * (-1.0f); precise float fragment_unnamed_86 = (-0.0f) - fragment_unnamed_80; precise float fragment_unnamed_87 = (-0.0f) - fragment_unnamed_82; precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_84; precise float fragment_unnamed_89 = (-0.0f) - fragment_unnamed_85; float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_86, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_87, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_117 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_88, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_89, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_122 = fragment_unnamed_72.x + fragment_unnamed_109.x; precise float fragment_unnamed_123 = fragment_unnamed_72.y + fragment_unnamed_109.y; precise float fragment_unnamed_124 = fragment_unnamed_72.z + fragment_unnamed_109.z; precise float fragment_unnamed_128 = (-0.0f) - fragment_uniform_buffer_0[138u].w; precise float fragment_unnamed_130 = (-0.0f) - fragment_uniform_buffer_0[138u].z; precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128; float4 fragment_unnamed_147 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_131, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_131, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_152 = fragment_unnamed_122 + fragment_unnamed_147.x; precise float fragment_unnamed_153 = fragment_unnamed_123 + fragment_unnamed_147.y; precise float fragment_unnamed_154 = fragment_unnamed_124 + fragment_unnamed_147.z; precise float fragment_unnamed_155 = fragment_unnamed_117.x + fragment_unnamed_152; precise float fragment_unnamed_156 = fragment_unnamed_117.y + fragment_unnamed_153; precise float fragment_unnamed_157 = fragment_unnamed_117.z + fragment_unnamed_154; precise float fragment_unnamed_159 = (-0.0f) - fragment_unnamed_130; precise float fragment_unnamed_160 = (-0.0f) - asfloat(0u); float4 fragment_unnamed_180 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_159, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_160, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_188 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_160, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_159, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_204 = (-0.0f) - asfloat(asuint(fragment_uniform_buffer_0[138u]).z); precise float fragment_unnamed_205 = (-0.0f) - asfloat(0u); float4 fragment_unnamed_225 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_204, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_205, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_233 = _BlitTexture.SampleBias(S0, float2(min(fragment_unnamed_61, mad(fragment_unnamed_205, fragment_uniform_buffer_0[132u].x, fragment_input_1.x)), min(fragment_unnamed_63, mad(fragment_unnamed_204, fragment_uniform_buffer_0[132u].y, fragment_input_1.y))), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_238 = mad(fragment_unnamed_155, 2.0f, fragment_unnamed_180.x) + fragment_unnamed_225.x; precise float fragment_unnamed_239 = mad(fragment_unnamed_156, 2.0f, fragment_unnamed_180.y) + fragment_unnamed_225.y; precise float fragment_unnamed_240 = mad(fragment_unnamed_157, 2.0f, fragment_unnamed_180.z) + fragment_unnamed_225.z; precise float fragment_unnamed_241 = fragment_unnamed_233.x + fragment_unnamed_238; precise float fragment_unnamed_242 = fragment_unnamed_233.y + fragment_unnamed_239; precise float fragment_unnamed_243 = fragment_unnamed_233.z + fragment_unnamed_240; precise float fragment_unnamed_244 = fragment_unnamed_188.x + fragment_unnamed_241; precise float fragment_unnamed_245 = fragment_unnamed_188.y + fragment_unnamed_242; precise float fragment_unnamed_246 = fragment_unnamed_188.z + fragment_unnamed_243; precise float fragment_unnamed_247 = fragment_unnamed_244 * 0.083333335816860198974609375f; precise float fragment_unnamed_249 = fragment_unnamed_245 * 0.083333335816860198974609375f; precise float fragment_unnamed_250 = fragment_unnamed_246 * 0.083333335816860198974609375f; fragment_output_0.x = fragment_unnamed_247; fragment_output_0.y = fragment_unnamed_249; fragment_output_0.z = fragment_unnamed_250; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[138] = float4(_Params2[0], _Params2[1], _Params2[2], _Params2[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _BlitTexture_TexelSize; float4 _Params2; static float4 fragment_uniform_buffer_0[108]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_31 = float(uint(gl_Layer)); precise float fragment_unnamed_38 = fragment_uniform_buffer_0[107u].w * (-1.0f); precise float fragment_unnamed_40 = fragment_uniform_buffer_0[107u].w * 1.0f; precise float fragment_unnamed_42 = fragment_uniform_buffer_0[107u].w * 1.0f; precise float fragment_unnamed_43 = fragment_uniform_buffer_0[107u].w * (-1.0f); precise float fragment_unnamed_44 = (-0.0f) - fragment_unnamed_38; precise float fragment_unnamed_46 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_42; precise float fragment_unnamed_48 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_68 = (-0.0f) - fragment_uniform_buffer_0[101u].x; precise float fragment_unnamed_70 = (-0.0f) - fragment_uniform_buffer_0[101u].y; float fragment_unnamed_76 = mad(fragment_unnamed_68, 0.5f, fragment_uniform_buffer_0[27u].x); float fragment_unnamed_78 = mad(fragment_unnamed_70, 0.5f, fragment_uniform_buffer_0[27u].y); float4 fragment_unnamed_89 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_44, fragment_uniform_buffer_0[101u].x, fragment_input_1.x), fragment_unnamed_76), min(mad(fragment_unnamed_46, fragment_uniform_buffer_0[101u].y, fragment_input_1.y), fragment_unnamed_78), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_98 = (-0.0f) - fragment_uniform_buffer_0[107u].w; float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_98, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_98, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_119 = fragment_unnamed_89.x + fragment_unnamed_114.x; precise float fragment_unnamed_120 = fragment_unnamed_89.y + fragment_unnamed_114.y; precise float fragment_unnamed_121 = fragment_unnamed_89.z + fragment_unnamed_114.z; precise float fragment_unnamed_125 = (-0.0f) - fragment_uniform_buffer_0[107u].w; precise float fragment_unnamed_127 = (-0.0f) - fragment_uniform_buffer_0[107u].z; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125; float4 fragment_unnamed_144 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_128, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_128, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_149 = fragment_unnamed_119 + fragment_unnamed_144.x; precise float fragment_unnamed_150 = fragment_unnamed_120 + fragment_unnamed_144.y; precise float fragment_unnamed_151 = fragment_unnamed_121 + fragment_unnamed_144.z; float4 fragment_unnamed_155 = _BlitTexture.SampleBias(S0, float3(min(mad(fragment_unnamed_47, fragment_uniform_buffer_0[101u].x, fragment_input_1.x), fragment_unnamed_76), min(mad(fragment_unnamed_48, fragment_uniform_buffer_0[101u].y, fragment_input_1.y), fragment_unnamed_78), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_160 = fragment_unnamed_149 + fragment_unnamed_155.x; precise float fragment_unnamed_161 = fragment_unnamed_150 + fragment_unnamed_155.y; precise float fragment_unnamed_162 = fragment_unnamed_151 + fragment_unnamed_155.z; precise float fragment_unnamed_164 = (-0.0f) - fragment_unnamed_127; precise float fragment_unnamed_165 = (-0.0f) - asfloat(0u); float4 fragment_unnamed_185 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_164, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_165, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_201 = (-0.0f) - asfloat(asuint(fragment_uniform_buffer_0[107u]).z); precise float fragment_unnamed_202 = (-0.0f) - asfloat(0u); float4 fragment_unnamed_222 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_201, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_202, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_227 = mad(fragment_unnamed_160, 2.0f, fragment_unnamed_185.x) + fragment_unnamed_222.x; precise float fragment_unnamed_228 = mad(fragment_unnamed_161, 2.0f, fragment_unnamed_185.y) + fragment_unnamed_222.y; precise float fragment_unnamed_229 = mad(fragment_unnamed_162, 2.0f, fragment_unnamed_185.z) + fragment_unnamed_222.z; float4 fragment_unnamed_233 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_202, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_201, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_241 = _BlitTexture.SampleBias(S0, float3(min(fragment_unnamed_76, mad(fragment_unnamed_165, fragment_uniform_buffer_0[101u].x, fragment_input_1.x)), min(fragment_unnamed_78, mad(fragment_unnamed_164, fragment_uniform_buffer_0[101u].y, fragment_input_1.y)), fragment_unnamed_31), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_246 = fragment_unnamed_227 + fragment_unnamed_233.x; precise float fragment_unnamed_247 = fragment_unnamed_228 + fragment_unnamed_233.y; precise float fragment_unnamed_248 = fragment_unnamed_229 + fragment_unnamed_233.z; precise float fragment_unnamed_249 = fragment_unnamed_241.x + fragment_unnamed_246; precise float fragment_unnamed_250 = fragment_unnamed_241.y + fragment_unnamed_247; precise float fragment_unnamed_251 = fragment_unnamed_241.z + fragment_unnamed_248; precise float fragment_unnamed_252 = fragment_unnamed_249 * 0.083333335816860198974609375f; precise float fragment_unnamed_254 = fragment_unnamed_250 * 0.083333335816860198974609375f; precise float fragment_unnamed_255 = fragment_unnamed_251 * 0.083333335816860198974609375f; fragment_output_0.x = fragment_unnamed_252; fragment_output_0.y = fragment_unnamed_254; fragment_output_0.z = fragment_unnamed_255; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]); fragment_uniform_buffer_0[107] = float4(_Params2[0], _Params2[1], _Params2[2], _Params2[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }