Shader "Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing" { Properties { [HideInInspector] _StencilRef ("_StencilRef", Float) = 64 [HideInInspector] _StencilMask ("_StencilMask", Float) = 64 } SubShader { Pass { ZTest Always ZWrite Off Cull Off Stencil { WriteMask 0 Comp Always Pass Replace Fail Keep ZFail Keep } GpuProgramID 65069 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma shader_feature _SMAA_PRESET_HIGH #pragma shader_feature _SMAA_PRESET_LOW #pragma shader_feature _SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; }; 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; float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_60; vertex_output_1.y = vertex_unnamed_61; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60); vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61); vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f); precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39; precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f; float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_63; vertex_output_1.y = vertex_unnamed_64; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63); vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64); vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; }; 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; float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_60; vertex_output_1.y = vertex_unnamed_61; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60); vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61); vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f); precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39; precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f; float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_63; vertex_output_1.y = vertex_unnamed_64; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63); vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64); vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; }; 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; float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_60; vertex_output_1.y = vertex_unnamed_61; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60); vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61); vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f); precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39; precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f; float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_63; vertex_output_1.y = vertex_unnamed_64; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63); vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64); vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_323) { if (fragment_unnamed_323) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f; float fragment_unnamed_61 = exp2(fragment_unnamed_57); float fragment_unnamed_62 = exp2(fragment_unnamed_59); float fragment_unnamed_63 = exp2(fragment_unnamed_60); float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f; float fragment_unnamed_85 = exp2(fragment_unnamed_82); float fragment_unnamed_86 = exp2(fragment_unnamed_83); float fragment_unnamed_87 = exp2(fragment_unnamed_84); precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85; precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87; precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90; precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91; float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92))); float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f; float fragment_unnamed_123 = exp2(fragment_unnamed_120); float fragment_unnamed_124 = exp2(fragment_unnamed_121); float fragment_unnamed_125 = exp2(fragment_unnamed_122); precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125; precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126; precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127; precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128; float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129))); float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176); precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177); precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178); precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182; precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183; precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184; float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211); precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212); precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213); precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217; precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218; precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219; float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248); precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249); precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250); precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254; precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255; precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256; float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283); precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284); precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285); precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289; precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290; precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291; float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257))))); precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99; precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136; precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146; precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147); fragment_output_0.x = fragment_unnamed_314; fragment_output_0.y = fragment_unnamed_315; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_328) { if (fragment_unnamed_328) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f; float fragment_unnamed_66 = exp2(fragment_unnamed_62); float fragment_unnamed_67 = exp2(fragment_unnamed_64); float fragment_unnamed_68 = exp2(fragment_unnamed_65); float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f; float fragment_unnamed_90 = exp2(fragment_unnamed_87); float fragment_unnamed_91 = exp2(fragment_unnamed_88); float fragment_unnamed_92 = exp2(fragment_unnamed_89); precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90; precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91; precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92; precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93; precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95; precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96; float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97))); float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f; float fragment_unnamed_128 = exp2(fragment_unnamed_125); float fragment_unnamed_129 = exp2(fragment_unnamed_126); float fragment_unnamed_130 = exp2(fragment_unnamed_127); precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128; precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129; precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130; precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131; precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132; precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133; float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134))); float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181); precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182); precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183); precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187; precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188; precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189; float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216); precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217); precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218); precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222; precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223; precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224; float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253); precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254); precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255); precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259; precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260; precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261; float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288); precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289); precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290); precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128; precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129; precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130; float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262))))); precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104; precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141; precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151; precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152); fragment_output_0.x = fragment_unnamed_319; fragment_output_0.y = fragment_unnamed_320; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_323) { if (fragment_unnamed_323) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f; float fragment_unnamed_61 = exp2(fragment_unnamed_57); float fragment_unnamed_62 = exp2(fragment_unnamed_59); float fragment_unnamed_63 = exp2(fragment_unnamed_60); float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f; float fragment_unnamed_85 = exp2(fragment_unnamed_82); float fragment_unnamed_86 = exp2(fragment_unnamed_83); float fragment_unnamed_87 = exp2(fragment_unnamed_84); precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85; precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87; precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90; precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91; float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92))); float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f; float fragment_unnamed_123 = exp2(fragment_unnamed_120); float fragment_unnamed_124 = exp2(fragment_unnamed_121); float fragment_unnamed_125 = exp2(fragment_unnamed_122); precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125; precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126; precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127; precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128; float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129))); float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176); precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177); precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178); precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182; precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183; precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184; float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211); precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212); precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213); precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217; precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218; precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219; float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248); precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249); precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250); precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254; precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255; precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256; float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283); precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284); precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285); precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289; precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290; precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291; float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257))))); precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99; precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136; precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146; precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147); fragment_output_0.x = fragment_unnamed_314; fragment_output_0.y = fragment_unnamed_315; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_328) { if (fragment_unnamed_328) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f; float fragment_unnamed_66 = exp2(fragment_unnamed_62); float fragment_unnamed_67 = exp2(fragment_unnamed_64); float fragment_unnamed_68 = exp2(fragment_unnamed_65); float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f; float fragment_unnamed_90 = exp2(fragment_unnamed_87); float fragment_unnamed_91 = exp2(fragment_unnamed_88); float fragment_unnamed_92 = exp2(fragment_unnamed_89); precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90; precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91; precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92; precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93; precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95; precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96; float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97))); float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f; float fragment_unnamed_128 = exp2(fragment_unnamed_125); float fragment_unnamed_129 = exp2(fragment_unnamed_126); float fragment_unnamed_130 = exp2(fragment_unnamed_127); precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128; precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129; precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130; precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131; precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132; precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133; float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134))); float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181); precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182); precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183); precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187; precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188; precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189; float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216); precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217); precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218); precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222; precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223; precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224; float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253); precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254); precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255); precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259; precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260; precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261; float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288); precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289); precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290); precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128; precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129; precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130; float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262))))); precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104; precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141; precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151; precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152); fragment_output_0.x = fragment_unnamed_319; fragment_output_0.y = fragment_unnamed_320; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_323) { if (fragment_unnamed_323) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f; float fragment_unnamed_61 = exp2(fragment_unnamed_57); float fragment_unnamed_62 = exp2(fragment_unnamed_59); float fragment_unnamed_63 = exp2(fragment_unnamed_60); float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f; float fragment_unnamed_85 = exp2(fragment_unnamed_82); float fragment_unnamed_86 = exp2(fragment_unnamed_83); float fragment_unnamed_87 = exp2(fragment_unnamed_84); precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85; precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86; precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87; precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88; precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90; precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91; float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92))); float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f; float fragment_unnamed_123 = exp2(fragment_unnamed_120); float fragment_unnamed_124 = exp2(fragment_unnamed_121); float fragment_unnamed_125 = exp2(fragment_unnamed_122); precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125; precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126; precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127; precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128; float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129))); float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176); precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177); precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178); precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182; precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183; precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184; float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211); precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212); precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213); precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217; precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218; precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219; float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248); precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249); precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250); precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254; precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255; precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256; float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283); precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284); precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285); precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289; precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290; precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291; float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257))))); precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99; precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136; precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146; precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147); fragment_output_0.x = fragment_unnamed_314; fragment_output_0.y = fragment_unnamed_315; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_328) { if (fragment_unnamed_328) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f; float fragment_unnamed_66 = exp2(fragment_unnamed_62); float fragment_unnamed_67 = exp2(fragment_unnamed_64); float fragment_unnamed_68 = exp2(fragment_unnamed_65); float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f; float fragment_unnamed_90 = exp2(fragment_unnamed_87); float fragment_unnamed_91 = exp2(fragment_unnamed_88); float fragment_unnamed_92 = exp2(fragment_unnamed_89); precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90; precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91; precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92; precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93; precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95; precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96; float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97))); float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f; float fragment_unnamed_128 = exp2(fragment_unnamed_125); float fragment_unnamed_129 = exp2(fragment_unnamed_126); float fragment_unnamed_130 = exp2(fragment_unnamed_127); precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128; precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129; precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130; precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131; precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132; precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133; float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134))); float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u); uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u; discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f); float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181); precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182); precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183); precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187; precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188; precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189; float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216); precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217); precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218); precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222; precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223; precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224; float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253); precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254); precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255); precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259; precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260; precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261; float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f; precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f; precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f; precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288); precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289); precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290); precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128; precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129; precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130; float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262))))); precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104; precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141; precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151; precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152); fragment_output_0.x = fragment_unnamed_319; fragment_output_0.y = fragment_unnamed_320; fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } Pass { ZTest Always ZWrite Off Cull Off Stencil { ReadMask 0 WriteMask 0 Comp Equal Pass Replace Fail Keep ZFail Keep } GpuProgramID 72395 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma shader_feature _SMAA_PRESET_HIGH #pragma shader_feature _SMAA_PRESET_LOW #pragma shader_feature _SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z; precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w; vertex_output_1.x = vertex_unnamed_71; vertex_output_1.y = vertex_unnamed_72; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61); float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61); float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62); float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62); vertex_output_2.x = vertex_unnamed_81; vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_2.z = vertex_unnamed_83; vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.y = vertex_unnamed_93; vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.w = vertex_unnamed_95; vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -8.0f, vertex_unnamed_81); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 8.0f, vertex_unnamed_83); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -8.0f, vertex_unnamed_93); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 8.0f, vertex_unnamed_95); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f); precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40; precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f; float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z; precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w; vertex_output_1.x = vertex_unnamed_74; vertex_output_1.y = vertex_unnamed_75; vertex_output_1.x = vertex_unnamed_64; vertex_output_1.y = vertex_unnamed_65; float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64); float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64); float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65); float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65); vertex_output_2.x = vertex_unnamed_84; vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_2.z = vertex_unnamed_86; vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.y = vertex_unnamed_96; vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.w = vertex_unnamed_98; vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -8.0f, vertex_unnamed_84); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 8.0f, vertex_unnamed_86); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -8.0f, vertex_unnamed_96); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 8.0f, vertex_unnamed_98); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z; precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w; vertex_output_1.x = vertex_unnamed_71; vertex_output_1.y = vertex_unnamed_72; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61); float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61); float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62); float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62); vertex_output_2.x = vertex_unnamed_81; vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_2.z = vertex_unnamed_83; vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.y = vertex_unnamed_93; vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.w = vertex_unnamed_95; vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -16.0f, vertex_unnamed_81); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 16.0f, vertex_unnamed_83); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -16.0f, vertex_unnamed_93); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 16.0f, vertex_unnamed_95); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f); precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40; precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f; float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z; precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w; vertex_output_1.x = vertex_unnamed_74; vertex_output_1.y = vertex_unnamed_75; vertex_output_1.x = vertex_unnamed_64; vertex_output_1.y = vertex_unnamed_65; float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64); float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64); float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65); float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65); vertex_output_2.x = vertex_unnamed_84; vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_2.z = vertex_unnamed_86; vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.y = vertex_unnamed_96; vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.w = vertex_unnamed_98; vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -16.0f, vertex_unnamed_84); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 16.0f, vertex_unnamed_86); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -16.0f, vertex_unnamed_96); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 16.0f, vertex_unnamed_98); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z; precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w; vertex_output_1.x = vertex_unnamed_71; vertex_output_1.y = vertex_unnamed_72; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61); float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61); float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62); float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62); vertex_output_2.x = vertex_unnamed_81; vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_2.z = vertex_unnamed_83; vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62); vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.y = vertex_unnamed_93; vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61); vertex_output_3.w = vertex_unnamed_95; vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -32.0f, vertex_unnamed_81); vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 32.0f, vertex_unnamed_83); vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -32.0f, vertex_unnamed_93); vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 32.0f, vertex_unnamed_95); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float2 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; 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 float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3 float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f); precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40; precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f; float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z; precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w; vertex_output_1.x = vertex_unnamed_74; vertex_output_1.y = vertex_unnamed_75; vertex_output_1.x = vertex_unnamed_64; vertex_output_1.y = vertex_unnamed_65; float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64); float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64); float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65); float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65); vertex_output_2.x = vertex_unnamed_84; vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_2.z = vertex_unnamed_86; vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65); vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.y = vertex_unnamed_96; vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64); vertex_output_3.w = vertex_unnamed_98; vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -32.0f, vertex_unnamed_84); vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 32.0f, vertex_unnamed_86); vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -32.0f, vertex_unnamed_96); vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 32.0f, vertex_unnamed_98); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); if (0.0f < fragment_unnamed_50.y) { float fragment_unnamed_68; float fragment_unnamed_72; float fragment_unnamed_74; fragment_unnamed_68 = fragment_input_2.x; fragment_unnamed_72 = asfloat(1065353216u); fragment_unnamed_74 = asfloat(0u); float4 fragment_unnamed_123; float2 fragment_unnamed_124; for (float fragment_unnamed_70 = fragment_input_2.y; !((((fragment_unnamed_74 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_72) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_68) ? 4294967295u : 0u))) == 0u); fragment_unnamed_124 = float2(fragment_unnamed_68, fragment_unnamed_70), fragment_unnamed_123 = _BlitTexture.SampleLevel(S0, fragment_unnamed_124, 0.0f), fragment_unnamed_68 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_68), fragment_unnamed_70 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_70), fragment_unnamed_72 = fragment_unnamed_123.y, fragment_unnamed_74 = fragment_unnamed_123.x) { } float fragment_unnamed_107 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_74, 0.5f, 0.0078125f), mad(fragment_unnamed_72, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_68); float fragment_unnamed_138; float fragment_unnamed_142; float fragment_unnamed_144; fragment_unnamed_138 = fragment_input_2.z; fragment_unnamed_142 = asfloat(1065353216u); fragment_unnamed_144 = asfloat(0u); float4 fragment_unnamed_236; float2 fragment_unnamed_237; for (float fragment_unnamed_140 = fragment_input_2.w; !((((fragment_unnamed_144 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_142) ? 4294967295u : 0u) & ((fragment_unnamed_138 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_237 = float2(fragment_unnamed_138, fragment_unnamed_140), fragment_unnamed_236 = _BlitTexture.SampleLevel(S0, fragment_unnamed_237, 0.0f), fragment_unnamed_138 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_138), fragment_unnamed_140 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_140), fragment_unnamed_142 = fragment_unnamed_236.y, fragment_unnamed_144 = fragment_unnamed_236.x) { } precise float fragment_unnamed_187 = (-0.0f) - fragment_uniform_buffer_0[136u].x; float fragment_unnamed_188 = mad(fragment_unnamed_187, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_144, 0.5f, 0.5234375f), mad(fragment_unnamed_142, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_138); precise float fragment_unnamed_194 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_214 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_107, fragment_input_3.y), 0.0f).x * 4.0f; precise float fragment_unnamed_216 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_188), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f; float4 fragment_unnamed_229 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_214), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_107, fragment_unnamed_194))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_216), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_188, fragment_unnamed_194))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.x = fragment_unnamed_229.x; fragment_output_0.y = fragment_unnamed_229.y; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; } if (0.0f < fragment_unnamed_50.x) { float fragment_unnamed_157; float fragment_unnamed_159; float fragment_unnamed_161; fragment_unnamed_157 = fragment_input_3.y; fragment_unnamed_159 = asfloat(1065353216u); fragment_unnamed_161 = asfloat(0u); float4 fragment_unnamed_267; float2 fragment_unnamed_268; for (float fragment_unnamed_163 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_268 = float2(fragment_unnamed_163, fragment_unnamed_157), fragment_unnamed_267 = _BlitTexture.SampleLevel(S0, fragment_unnamed_268, 0.0f), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_267.x, fragment_unnamed_161 = fragment_unnamed_267.y, fragment_unnamed_163 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_163)) { } float fragment_unnamed_253 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157); float fragment_unnamed_275; float fragment_unnamed_277; float fragment_unnamed_279; fragment_unnamed_275 = fragment_input_3.w; fragment_unnamed_277 = asfloat(1065353216u); fragment_unnamed_279 = asfloat(0u); float4 fragment_unnamed_344; float2 fragment_unnamed_345; for (float fragment_unnamed_273 = fragment_input_3.z; !(((((fragment_unnamed_275 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_277) ? 4294967295u : 0u)) & ((fragment_unnamed_279 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_345 = float2(fragment_unnamed_273, fragment_unnamed_275), fragment_unnamed_344 = _BlitTexture.SampleLevel(S0, fragment_unnamed_345, 0.0f), fragment_unnamed_273 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_273), fragment_unnamed_275 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_275), fragment_unnamed_277 = fragment_unnamed_344.x, fragment_unnamed_279 = fragment_unnamed_344.y) { } precise float fragment_unnamed_302 = (-0.0f) - fragment_uniform_buffer_0[136u].y; float fragment_unnamed_303 = mad(fragment_unnamed_302, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_279, 0.5f, 0.5234375f), mad(fragment_unnamed_277, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_275); precise float fragment_unnamed_309 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_328 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_253), 0.0f).y * 4.0f; precise float fragment_unnamed_329 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_303)), 0.0f).y * 4.0f; float4 fragment_unnamed_337 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_328), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_253, fragment_unnamed_309))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_329), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_303, fragment_unnamed_309))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.z = fragment_unnamed_337.x; fragment_output_0.w = fragment_unnamed_337.y; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_41 = float(uint(gl_Layer)); float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x); if (0.0f < fragment_unnamed_56.y) { float fragment_unnamed_75; float fragment_unnamed_79; float fragment_unnamed_81; fragment_unnamed_75 = fragment_input_2.x; fragment_unnamed_79 = asfloat(1065353216u); fragment_unnamed_81 = asfloat(0u); float4 fragment_unnamed_131; float3 fragment_unnamed_132; for (float fragment_unnamed_77 = fragment_input_2.y; !((((fragment_unnamed_81 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_79) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_75) ? 4294967295u : 0u))) == 0u); fragment_unnamed_132 = float3(fragment_unnamed_75, fragment_unnamed_77, fragment_unnamed_41), fragment_unnamed_131 = _BlitTexture.SampleLevel(S0, fragment_unnamed_132, 0.0f), fragment_unnamed_75 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_75), fragment_unnamed_77 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_77), fragment_unnamed_79 = fragment_unnamed_131.y, fragment_unnamed_81 = fragment_unnamed_131.x) { } float fragment_unnamed_115 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_81, 0.5f, 0.0078125f), mad(fragment_unnamed_79, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_75); float fragment_unnamed_146; float fragment_unnamed_150; float fragment_unnamed_152; fragment_unnamed_146 = fragment_input_2.z; fragment_unnamed_150 = asfloat(1065353216u); fragment_unnamed_152 = asfloat(0u); float4 fragment_unnamed_244; float3 fragment_unnamed_245; for (float fragment_unnamed_148 = fragment_input_2.w; !((((fragment_unnamed_152 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_150) ? 4294967295u : 0u) & ((fragment_unnamed_146 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_245 = float3(fragment_unnamed_146, fragment_unnamed_148, fragment_unnamed_41), fragment_unnamed_244 = _BlitTexture.SampleLevel(S0, fragment_unnamed_245, 0.0f), fragment_unnamed_146 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_146), fragment_unnamed_148 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_148), fragment_unnamed_150 = fragment_unnamed_244.y, fragment_unnamed_152 = fragment_unnamed_244.x) { } precise float fragment_unnamed_195 = (-0.0f) - fragment_uniform_buffer_0[105u].x; float fragment_unnamed_196 = mad(fragment_unnamed_195, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_152, 0.5f, 0.5234375f), mad(fragment_unnamed_150, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_146); precise float fragment_unnamed_202 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_222 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_115, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f; precise float fragment_unnamed_224 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_196), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f; float4 fragment_unnamed_237 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_222), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_115, fragment_unnamed_202))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_224), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_196, fragment_unnamed_202))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.x = fragment_unnamed_237.x; fragment_output_0.y = fragment_unnamed_237.y; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; } if (0.0f < fragment_unnamed_56.x) { float fragment_unnamed_167; float fragment_unnamed_169; float fragment_unnamed_171; fragment_unnamed_167 = fragment_input_3.y; fragment_unnamed_169 = asfloat(1065353216u); fragment_unnamed_171 = asfloat(0u); float4 fragment_unnamed_275; float3 fragment_unnamed_276; for (float fragment_unnamed_165 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_167) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_169) ? 4294967295u : 0u)) & ((fragment_unnamed_171 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_276 = float3(fragment_unnamed_165, fragment_unnamed_167, fragment_unnamed_41), fragment_unnamed_275 = _BlitTexture.SampleLevel(S0, fragment_unnamed_276, 0.0f), fragment_unnamed_165 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_165), fragment_unnamed_167 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_167), fragment_unnamed_169 = fragment_unnamed_275.x, fragment_unnamed_171 = fragment_unnamed_275.y) { } float fragment_unnamed_261 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_171, 0.5f, 0.0078125f), mad(fragment_unnamed_169, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_167); float fragment_unnamed_283; float fragment_unnamed_285; float fragment_unnamed_287; fragment_unnamed_283 = fragment_input_3.w; fragment_unnamed_285 = asfloat(1065353216u); fragment_unnamed_287 = asfloat(0u); float4 fragment_unnamed_352; float3 fragment_unnamed_353; for (float fragment_unnamed_281 = fragment_input_3.z; !(((((fragment_unnamed_283 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_285) ? 4294967295u : 0u)) & ((fragment_unnamed_287 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_353 = float3(fragment_unnamed_281, fragment_unnamed_283, fragment_unnamed_41), fragment_unnamed_352 = _BlitTexture.SampleLevel(S0, fragment_unnamed_353, 0.0f), fragment_unnamed_281 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_281), fragment_unnamed_283 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_283), fragment_unnamed_285 = fragment_unnamed_352.x, fragment_unnamed_287 = fragment_unnamed_352.y) { } precise float fragment_unnamed_310 = (-0.0f) - fragment_uniform_buffer_0[105u].y; float fragment_unnamed_311 = mad(fragment_unnamed_310, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_287, 0.5f, 0.5234375f), mad(fragment_unnamed_285, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_283); precise float fragment_unnamed_317 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_336 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_261, fragment_unnamed_41), 0.0f).y * 4.0f; precise float fragment_unnamed_337 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_311), fragment_unnamed_41), 0.0f).y * 4.0f; float4 fragment_unnamed_345 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_336), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_261, fragment_unnamed_317))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_337), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_311, fragment_unnamed_317))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.z = fragment_unnamed_345.x; fragment_output_0.w = fragment_unnamed_345.y; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); if (0.0f < fragment_unnamed_50.y) { float fragment_unnamed_68; float fragment_unnamed_72; float fragment_unnamed_74; fragment_unnamed_68 = fragment_input_2.x; fragment_unnamed_72 = asfloat(1065353216u); fragment_unnamed_74 = asfloat(0u); float4 fragment_unnamed_123; float2 fragment_unnamed_124; for (float fragment_unnamed_70 = fragment_input_2.y; !((((fragment_unnamed_74 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_72) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_68) ? 4294967295u : 0u))) == 0u); fragment_unnamed_124 = float2(fragment_unnamed_68, fragment_unnamed_70), fragment_unnamed_123 = _BlitTexture.SampleLevel(S0, fragment_unnamed_124, 0.0f), fragment_unnamed_68 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_68), fragment_unnamed_70 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_70), fragment_unnamed_72 = fragment_unnamed_123.y, fragment_unnamed_74 = fragment_unnamed_123.x) { } float fragment_unnamed_107 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_74, 0.5f, 0.0078125f), mad(fragment_unnamed_72, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_68); float fragment_unnamed_138; float fragment_unnamed_142; float fragment_unnamed_144; fragment_unnamed_138 = fragment_input_2.z; fragment_unnamed_142 = asfloat(1065353216u); fragment_unnamed_144 = asfloat(0u); float4 fragment_unnamed_236; float2 fragment_unnamed_237; for (float fragment_unnamed_140 = fragment_input_2.w; !((((fragment_unnamed_144 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_142) ? 4294967295u : 0u) & ((fragment_unnamed_138 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_237 = float2(fragment_unnamed_138, fragment_unnamed_140), fragment_unnamed_236 = _BlitTexture.SampleLevel(S0, fragment_unnamed_237, 0.0f), fragment_unnamed_138 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_138), fragment_unnamed_140 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_140), fragment_unnamed_142 = fragment_unnamed_236.y, fragment_unnamed_144 = fragment_unnamed_236.x) { } precise float fragment_unnamed_187 = (-0.0f) - fragment_uniform_buffer_0[136u].x; float fragment_unnamed_188 = mad(fragment_unnamed_187, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_144, 0.5f, 0.5234375f), mad(fragment_unnamed_142, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_138); precise float fragment_unnamed_194 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_214 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_107, fragment_input_3.y), 0.0f).x * 4.0f; precise float fragment_unnamed_216 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_188), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f; float4 fragment_unnamed_229 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_214), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_107, fragment_unnamed_194))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_216), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_188, fragment_unnamed_194))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.x = fragment_unnamed_229.x; fragment_output_0.y = fragment_unnamed_229.y; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; } if (0.0f < fragment_unnamed_50.x) { float fragment_unnamed_157; float fragment_unnamed_159; float fragment_unnamed_161; fragment_unnamed_157 = fragment_input_3.y; fragment_unnamed_159 = asfloat(1065353216u); fragment_unnamed_161 = asfloat(0u); float4 fragment_unnamed_267; float2 fragment_unnamed_268; for (float fragment_unnamed_163 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_268 = float2(fragment_unnamed_163, fragment_unnamed_157), fragment_unnamed_267 = _BlitTexture.SampleLevel(S0, fragment_unnamed_268, 0.0f), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_267.x, fragment_unnamed_161 = fragment_unnamed_267.y, fragment_unnamed_163 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_163)) { } float fragment_unnamed_253 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157); float fragment_unnamed_275; float fragment_unnamed_277; float fragment_unnamed_279; fragment_unnamed_275 = fragment_input_3.w; fragment_unnamed_277 = asfloat(1065353216u); fragment_unnamed_279 = asfloat(0u); float4 fragment_unnamed_344; float2 fragment_unnamed_345; for (float fragment_unnamed_273 = fragment_input_3.z; !(((((fragment_unnamed_275 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_277) ? 4294967295u : 0u)) & ((fragment_unnamed_279 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_345 = float2(fragment_unnamed_273, fragment_unnamed_275), fragment_unnamed_344 = _BlitTexture.SampleLevel(S0, fragment_unnamed_345, 0.0f), fragment_unnamed_273 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_273), fragment_unnamed_275 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_275), fragment_unnamed_277 = fragment_unnamed_344.x, fragment_unnamed_279 = fragment_unnamed_344.y) { } precise float fragment_unnamed_302 = (-0.0f) - fragment_uniform_buffer_0[136u].y; float fragment_unnamed_303 = mad(fragment_unnamed_302, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_279, 0.5f, 0.5234375f), mad(fragment_unnamed_277, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_275); precise float fragment_unnamed_309 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_328 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_253), 0.0f).y * 4.0f; precise float fragment_unnamed_329 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_303)), 0.0f).y * 4.0f; float4 fragment_unnamed_337 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_328), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_253, fragment_unnamed_309))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_329), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_303, fragment_unnamed_309))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.z = fragment_unnamed_337.x; fragment_output_0.w = fragment_unnamed_337.y; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_41 = float(uint(gl_Layer)); float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x); if (0.0f < fragment_unnamed_56.y) { float fragment_unnamed_75; float fragment_unnamed_79; float fragment_unnamed_81; fragment_unnamed_75 = fragment_input_2.x; fragment_unnamed_79 = asfloat(1065353216u); fragment_unnamed_81 = asfloat(0u); float4 fragment_unnamed_131; float3 fragment_unnamed_132; for (float fragment_unnamed_77 = fragment_input_2.y; !((((fragment_unnamed_81 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_79) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_75) ? 4294967295u : 0u))) == 0u); fragment_unnamed_132 = float3(fragment_unnamed_75, fragment_unnamed_77, fragment_unnamed_41), fragment_unnamed_131 = _BlitTexture.SampleLevel(S0, fragment_unnamed_132, 0.0f), fragment_unnamed_75 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_75), fragment_unnamed_77 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_77), fragment_unnamed_79 = fragment_unnamed_131.y, fragment_unnamed_81 = fragment_unnamed_131.x) { } float fragment_unnamed_115 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_81, 0.5f, 0.0078125f), mad(fragment_unnamed_79, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_75); float fragment_unnamed_146; float fragment_unnamed_150; float fragment_unnamed_152; fragment_unnamed_146 = fragment_input_2.z; fragment_unnamed_150 = asfloat(1065353216u); fragment_unnamed_152 = asfloat(0u); float4 fragment_unnamed_244; float3 fragment_unnamed_245; for (float fragment_unnamed_148 = fragment_input_2.w; !((((fragment_unnamed_152 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_150) ? 4294967295u : 0u) & ((fragment_unnamed_146 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_245 = float3(fragment_unnamed_146, fragment_unnamed_148, fragment_unnamed_41), fragment_unnamed_244 = _BlitTexture.SampleLevel(S0, fragment_unnamed_245, 0.0f), fragment_unnamed_146 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_146), fragment_unnamed_148 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_148), fragment_unnamed_150 = fragment_unnamed_244.y, fragment_unnamed_152 = fragment_unnamed_244.x) { } precise float fragment_unnamed_195 = (-0.0f) - fragment_uniform_buffer_0[105u].x; float fragment_unnamed_196 = mad(fragment_unnamed_195, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_152, 0.5f, 0.5234375f), mad(fragment_unnamed_150, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_146); precise float fragment_unnamed_202 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_222 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_115, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f; precise float fragment_unnamed_224 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_196), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f; float4 fragment_unnamed_237 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_222), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_115, fragment_unnamed_202))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_224), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_196, fragment_unnamed_202))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.x = fragment_unnamed_237.x; fragment_output_0.y = fragment_unnamed_237.y; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; } if (0.0f < fragment_unnamed_56.x) { float fragment_unnamed_167; float fragment_unnamed_169; float fragment_unnamed_171; fragment_unnamed_167 = fragment_input_3.y; fragment_unnamed_169 = asfloat(1065353216u); fragment_unnamed_171 = asfloat(0u); float4 fragment_unnamed_275; float3 fragment_unnamed_276; for (float fragment_unnamed_165 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_167) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_169) ? 4294967295u : 0u)) & ((fragment_unnamed_171 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_276 = float3(fragment_unnamed_165, fragment_unnamed_167, fragment_unnamed_41), fragment_unnamed_275 = _BlitTexture.SampleLevel(S0, fragment_unnamed_276, 0.0f), fragment_unnamed_165 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_165), fragment_unnamed_167 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_167), fragment_unnamed_169 = fragment_unnamed_275.x, fragment_unnamed_171 = fragment_unnamed_275.y) { } float fragment_unnamed_261 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_171, 0.5f, 0.0078125f), mad(fragment_unnamed_169, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_167); float fragment_unnamed_283; float fragment_unnamed_285; float fragment_unnamed_287; fragment_unnamed_283 = fragment_input_3.w; fragment_unnamed_285 = asfloat(1065353216u); fragment_unnamed_287 = asfloat(0u); float4 fragment_unnamed_352; float3 fragment_unnamed_353; for (float fragment_unnamed_281 = fragment_input_3.z; !(((((fragment_unnamed_283 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_285) ? 4294967295u : 0u)) & ((fragment_unnamed_287 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_353 = float3(fragment_unnamed_281, fragment_unnamed_283, fragment_unnamed_41), fragment_unnamed_352 = _BlitTexture.SampleLevel(S0, fragment_unnamed_353, 0.0f), fragment_unnamed_281 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_281), fragment_unnamed_283 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_283), fragment_unnamed_285 = fragment_unnamed_352.x, fragment_unnamed_287 = fragment_unnamed_352.y) { } precise float fragment_unnamed_310 = (-0.0f) - fragment_uniform_buffer_0[105u].y; float fragment_unnamed_311 = mad(fragment_unnamed_310, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_287, 0.5f, 0.5234375f), mad(fragment_unnamed_285, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_283); precise float fragment_unnamed_317 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_336 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_261, fragment_unnamed_41), 0.0f).y * 4.0f; precise float fragment_unnamed_337 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_311), fragment_unnamed_41), 0.0f).y * 4.0f; float4 fragment_unnamed_345 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_336), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_261, fragment_unnamed_317))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_337), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_311, fragment_unnamed_317))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_output_0.z = fragment_unnamed_345.x; fragment_output_0.w = fragment_unnamed_345.y; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { 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_52 = fragment_unnamed_50.x; float fragment_unnamed_82; if (0.0f < fragment_unnamed_50.y) { float fragment_unnamed_104; float fragment_unnamed_106; if (0.0f < fragment_unnamed_52) { precise float fragment_unnamed_66 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_68 = fragment_uniform_buffer_0[136u].y * 1.0f; float fragment_unnamed_70 = asfloat(1065353216u); float fragment_unnamed_89; float fragment_unnamed_91; float fragment_unnamed_93; fragment_unnamed_89 = asfloat(0u); fragment_unnamed_91 = asfloat(3212836864u); fragment_unnamed_93 = asfloat(1065353216u); precise float fragment_unnamed_86; precise float fragment_unnamed_88; precise float fragment_unnamed_92; float4 fragment_unnamed_135; for (float fragment_unnamed_85 = fragment_input_1.x, fragment_unnamed_87 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_93) ? 4294967295u : 0u) & ((fragment_unnamed_91 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_86 = fragment_unnamed_66 + fragment_unnamed_85, fragment_unnamed_88 = fragment_unnamed_68 + fragment_unnamed_87, fragment_unnamed_92 = fragment_unnamed_70 + fragment_unnamed_91, fragment_unnamed_135 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_86, fragment_unnamed_88), 0.0f), fragment_unnamed_85 = fragment_unnamed_86, fragment_unnamed_87 = fragment_unnamed_88, fragment_unnamed_89 = fragment_unnamed_135.y, fragment_unnamed_91 = fragment_unnamed_92, fragment_unnamed_93 = dot(float2(fragment_unnamed_135.xy), 0.5f.xx)) { } precise float fragment_unnamed_105 = asfloat(((0.89999997615814208984375f < fragment_unnamed_89) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_91; fragment_unnamed_104 = fragment_unnamed_105; fragment_unnamed_106 = fragment_unnamed_93; } else { fragment_unnamed_104 = asfloat(0u); fragment_unnamed_106 = asfloat(0u); } precise float fragment_unnamed_111 = fragment_uniform_buffer_0[136u].x * 1.0f; precise float fragment_unnamed_112 = fragment_uniform_buffer_0[136u].y * (-1.0f); float fragment_unnamed_113 = asfloat(1065353216u); float fragment_unnamed_141; float fragment_unnamed_147; fragment_unnamed_141 = asfloat(3212836864u); fragment_unnamed_147 = asfloat(1065353216u); precise float fragment_unnamed_142; precise float fragment_unnamed_144; precise float fragment_unnamed_146; for (float fragment_unnamed_143 = fragment_input_1.x, fragment_unnamed_145 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_147) ? 4294967295u : 0u) & ((fragment_unnamed_141 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_142 = fragment_unnamed_113 + fragment_unnamed_141, fragment_unnamed_144 = fragment_unnamed_111 + fragment_unnamed_143, fragment_unnamed_146 = fragment_unnamed_112 + fragment_unnamed_145, fragment_unnamed_141 = fragment_unnamed_142, fragment_unnamed_143 = fragment_unnamed_144, fragment_unnamed_145 = fragment_unnamed_146, fragment_unnamed_147 = dot(float2(_BlitTexture.SampleLevel(S0, float2(fragment_unnamed_144, fragment_unnamed_146), 0.0f).xy), 0.5f.xx)) { } precise float fragment_unnamed_175 = fragment_unnamed_104 + fragment_unnamed_141; float fragment_unnamed_314; float fragment_unnamed_315; if (2.0f < fragment_unnamed_175) { precise float fragment_unnamed_222 = (-0.0f) - fragment_unnamed_104; precise float fragment_unnamed_223 = fragment_unnamed_222 + 0.25f; float fragment_unnamed_225 = mad(fragment_unnamed_141, 1.0f, 0.0f); float4 fragment_unnamed_249 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -1.0f, mad(fragment_unnamed_223, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(fragment_unnamed_104, fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f); float fragment_unnamed_251 = fragment_unnamed_249.x; float4 fragment_unnamed_253 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, mad(fragment_unnamed_225, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(mad(fragment_unnamed_141, -1.0f, -0.25f), fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f); float fragment_unnamed_255 = fragment_unnamed_253.x; precise float fragment_unnamed_263 = abs(mad(fragment_unnamed_251, 5.0f, -3.75f)) * fragment_unnamed_251; precise float fragment_unnamed_264 = abs(mad(fragment_unnamed_255, 5.0f, -3.75f)) * fragment_unnamed_255; float4 fragment_unnamed_289 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_106 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_249.y), 2.0f, round(fragment_unnamed_263)))), 20.0f, fragment_unnamed_104), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_147 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_253.y), 2.0f, round(fragment_unnamed_264)))), 20.0f, fragment_unnamed_225), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_unnamed_314 = fragment_unnamed_289.x; fragment_unnamed_315 = fragment_unnamed_289.y; } else { fragment_unnamed_314 = asfloat(0u); fragment_unnamed_315 = asfloat(0u); } float fragment_unnamed_321 = mad(fragment_uniform_buffer_0[136u].x, 0.25f, fragment_input_1.x); precise float fragment_unnamed_325 = (-0.0f) - fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_327 = (-0.0f) - fragment_uniform_buffer_0[136u].y; float fragment_unnamed_328 = asfloat(1065353216u); float fragment_unnamed_471; float fragment_unnamed_477; fragment_unnamed_471 = asfloat(1065353216u); fragment_unnamed_477 = asfloat(3212836864u); precise float fragment_unnamed_474; precise float fragment_unnamed_476; precise float fragment_unnamed_478; float4 fragment_unnamed_501; float fragment_unnamed_503; precise float fragment_unnamed_507; for (float fragment_unnamed_473 = fragment_unnamed_321, fragment_unnamed_475 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_471) ? 4294967295u : 0u) & ((fragment_unnamed_477 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_474 = fragment_unnamed_325 + fragment_unnamed_473, fragment_unnamed_476 = fragment_unnamed_327 + fragment_unnamed_475, fragment_unnamed_478 = fragment_unnamed_328 + fragment_unnamed_477, fragment_unnamed_501 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_474, fragment_unnamed_476), 0.0f), fragment_unnamed_503 = fragment_unnamed_501.x, fragment_unnamed_507 = abs(mad(fragment_unnamed_503, 5.0f, -3.75f)) * fragment_unnamed_503, fragment_unnamed_471 = dot(float2(round(fragment_unnamed_507), round(fragment_unnamed_501.y)), 0.5f.xx), fragment_unnamed_473 = fragment_unnamed_474, fragment_unnamed_475 = fragment_unnamed_476, fragment_unnamed_477 = fragment_unnamed_478) { } float fragment_unnamed_544; float fragment_unnamed_546; if (0.0f < _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_1.y)), 0.0f).x) { uint4 fragment_unnamed_515 = asuint(fragment_uniform_buffer_0[136u]); float fragment_unnamed_517 = asfloat(fragment_unnamed_515.x); float fragment_unnamed_519 = asfloat(fragment_unnamed_515.y); float fragment_unnamed_520 = asfloat(1065353216u); float fragment_unnamed_528; float fragment_unnamed_530; float fragment_unnamed_536; fragment_unnamed_528 = asfloat(0u); fragment_unnamed_530 = asfloat(1065353216u); fragment_unnamed_536 = asfloat(3212836864u); float fragment_unnamed_529; precise float fragment_unnamed_533; precise float fragment_unnamed_535; precise float fragment_unnamed_537; float4 fragment_unnamed_554; float fragment_unnamed_556; precise float fragment_unnamed_560; for (float fragment_unnamed_532 = fragment_unnamed_321, fragment_unnamed_534 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_530) ? 4294967295u : 0u) & ((fragment_unnamed_536 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_533 = fragment_unnamed_517 + fragment_unnamed_532, fragment_unnamed_535 = fragment_unnamed_519 + fragment_unnamed_534, fragment_unnamed_537 = fragment_unnamed_520 + fragment_unnamed_536, fragment_unnamed_554 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_533, fragment_unnamed_535), 0.0f), fragment_unnamed_556 = fragment_unnamed_554.x, fragment_unnamed_560 = abs(mad(fragment_unnamed_556, 5.0f, -3.75f)) * fragment_unnamed_556, fragment_unnamed_529 = round(fragment_unnamed_554.y), fragment_unnamed_528 = fragment_unnamed_529, fragment_unnamed_530 = dot(float2(round(fragment_unnamed_560), fragment_unnamed_529), 0.5f.xx), fragment_unnamed_532 = fragment_unnamed_533, fragment_unnamed_534 = fragment_unnamed_535, fragment_unnamed_536 = fragment_unnamed_537) { } precise float fragment_unnamed_545 = asfloat(((0.89999997615814208984375f < fragment_unnamed_528) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_536; fragment_unnamed_544 = fragment_unnamed_545; fragment_unnamed_546 = fragment_unnamed_530; } else { fragment_unnamed_544 = asfloat(0u); fragment_unnamed_546 = asfloat(0u); } precise float fragment_unnamed_547 = fragment_unnamed_544 + fragment_unnamed_477; float fragment_unnamed_623; float fragment_unnamed_624; if (2.0f < fragment_unnamed_547) { precise float fragment_unnamed_564 = (-0.0f) - fragment_unnamed_477; float fragment_unnamed_573 = mad(fragment_unnamed_564, fragment_uniform_buffer_0[136u].x, fragment_input_1.x); float fragment_unnamed_574 = mad(fragment_unnamed_564, fragment_uniform_buffer_0[136u].y, fragment_input_1.y); float4 fragment_unnamed_598 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, mad(fragment_unnamed_544, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(fragment_unnamed_544, fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f); float4 fragment_unnamed_617 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_471 >= 0.89999997615814208984375f) ? 0u : asuint(mad(_BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -1.0f, fragment_unnamed_573), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_574)), 0.0f).y, 2.0f, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_573), mad(fragment_uniform_buffer_0[136u].y, -1.0f, fragment_unnamed_574)), 0.0f).x))), 20.0f, fragment_unnamed_477), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_546 >= 0.89999997615814208984375f) ? 0u : asuint(mad(fragment_unnamed_598.y, 2.0f, fragment_unnamed_598.x))), 20.0f, fragment_unnamed_544), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); precise float fragment_unnamed_621 = fragment_unnamed_314 + fragment_unnamed_617.y; precise float fragment_unnamed_622 = fragment_unnamed_315 + fragment_unnamed_617.x; fragment_unnamed_623 = fragment_unnamed_621; fragment_unnamed_624 = fragment_unnamed_622; } else { fragment_unnamed_623 = fragment_unnamed_314; fragment_unnamed_624 = fragment_unnamed_315; } precise float fragment_unnamed_625 = (-0.0f) - fragment_unnamed_624; float fragment_unnamed_83; if (fragment_unnamed_625 == fragment_unnamed_623) { float fragment_unnamed_636; float fragment_unnamed_640; float fragment_unnamed_642; fragment_unnamed_636 = fragment_input_2.x; fragment_unnamed_640 = asfloat(0u); fragment_unnamed_642 = asfloat(1065353216u); float4 fragment_unnamed_679; float2 fragment_unnamed_680; for (float fragment_unnamed_638 = fragment_input_2.y; !((((fragment_unnamed_640 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_642) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_636) ? 4294967295u : 0u))) == 0u); fragment_unnamed_680 = float2(fragment_unnamed_636, fragment_unnamed_638), fragment_unnamed_679 = _BlitTexture.SampleLevel(S0, fragment_unnamed_680, 0.0f), fragment_unnamed_636 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_636), fragment_unnamed_638 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_638), fragment_unnamed_640 = fragment_unnamed_679.x, fragment_unnamed_642 = fragment_unnamed_679.y) { } float fragment_unnamed_665 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_640, 0.5f, 0.0078125f), mad(fragment_unnamed_642, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_636); float fragment_unnamed_685; float fragment_unnamed_689; float fragment_unnamed_691; fragment_unnamed_685 = fragment_input_2.z; fragment_unnamed_689 = asfloat(1065353216u); fragment_unnamed_691 = asfloat(0u); float4 fragment_unnamed_831; float2 fragment_unnamed_832; for (float fragment_unnamed_687 = fragment_input_2.w; !((((fragment_unnamed_691 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_689) ? 4294967295u : 0u) & ((fragment_unnamed_685 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_832 = float2(fragment_unnamed_685, fragment_unnamed_687), fragment_unnamed_831 = _BlitTexture.SampleLevel(S0, fragment_unnamed_832, 0.0f), fragment_unnamed_685 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_685), fragment_unnamed_687 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_687), fragment_unnamed_689 = fragment_unnamed_831.y, fragment_unnamed_691 = fragment_unnamed_831.x) { } precise float fragment_unnamed_714 = (-0.0f) - fragment_uniform_buffer_0[136u].x; float fragment_unnamed_715 = mad(fragment_unnamed_714, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_691, 0.5f, 0.5234375f), mad(fragment_unnamed_689, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_685); precise float fragment_unnamed_721 = (-0.0f) - fragment_input_1.x; float fragment_unnamed_728 = round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_715, fragment_unnamed_721)); float fragment_unnamed_729 = round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_665, fragment_unnamed_721)); precise float fragment_unnamed_744 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_665, fragment_input_3.y), 0.0f).x * 4.0f; precise float fragment_unnamed_745 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_715), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f; float4 fragment_unnamed_753 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_744), 16.0f, sqrt(abs(fragment_unnamed_729))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_745), 16.0f, sqrt(abs(fragment_unnamed_728))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); float fragment_unnamed_761 = abs(fragment_unnamed_729); float fragment_unnamed_762 = abs(fragment_unnamed_728); precise float fragment_unnamed_779 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_665, fragment_unnamed_721))) >= fragment_unnamed_762) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_715, fragment_unnamed_721))) >= fragment_unnamed_761) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_780 = asfloat(((abs(fragment_unnamed_728) >= fragment_unnamed_761) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_779; precise float fragment_unnamed_781 = asfloat(((abs(fragment_unnamed_729) >= fragment_unnamed_762) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_779; precise float fragment_unnamed_793 = (-0.0f) - fragment_unnamed_780; precise float fragment_unnamed_799 = fragment_unnamed_715 + fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_800 = fragment_input_1.y + fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_804 = (-0.0f) - fragment_unnamed_781; precise float fragment_unnamed_818 = (-0.0f) - fragment_unnamed_780; precise float fragment_unnamed_823 = (-0.0f) - fragment_unnamed_781; precise float fragment_unnamed_826 = fragment_unnamed_753.x * clamp(mad(fragment_unnamed_804, _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_799, fragment_unnamed_800), 0.0f).x, mad(fragment_unnamed_793, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_665), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_input_1.y)), 0.0f).x, 1.0f)), 0.0f, 1.0f); precise float fragment_unnamed_827 = fragment_unnamed_753.y * clamp(mad(fragment_unnamed_823, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_715), mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_input_1.y)), 0.0f).x, mad(fragment_unnamed_818, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_665), mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_input_1.y)), 0.0f).x, 1.0f)), 0.0f, 1.0f); fragment_output_0.x = fragment_unnamed_826; fragment_output_0.y = fragment_unnamed_827; fragment_unnamed_83 = fragment_unnamed_52; } else { fragment_output_0.x = fragment_unnamed_623; fragment_output_0.y = fragment_unnamed_624; fragment_unnamed_83 = asfloat(0u); } fragment_unnamed_82 = fragment_unnamed_83; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_unnamed_82 = fragment_unnamed_52; } if (0.0f < fragment_unnamed_82) { float fragment_unnamed_157; float fragment_unnamed_159; float fragment_unnamed_161; fragment_unnamed_157 = fragment_input_3.y; fragment_unnamed_159 = asfloat(1065353216u); fragment_unnamed_161 = asfloat(0u); float4 fragment_unnamed_215; float2 fragment_unnamed_216; for (float fragment_unnamed_155 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_216 = float2(fragment_unnamed_155, fragment_unnamed_157), fragment_unnamed_215 = _BlitTexture.SampleLevel(S0, fragment_unnamed_216, 0.0f), fragment_unnamed_155 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_155), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_215.x, fragment_unnamed_161 = fragment_unnamed_215.y) { } float fragment_unnamed_201 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157); float fragment_unnamed_297; float fragment_unnamed_299; float fragment_unnamed_301; fragment_unnamed_297 = fragment_input_3.w; fragment_unnamed_299 = asfloat(0u); fragment_unnamed_301 = asfloat(1065353216u); float4 fragment_unnamed_465; float2 fragment_unnamed_466; for (float fragment_unnamed_295 = fragment_input_3.z; !((((fragment_unnamed_299 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_301) ? 4294967295u : 0u) & ((fragment_unnamed_297 < fragment_input_4.w) ? 4294967295u : 0u))) == 0u); fragment_unnamed_466 = float2(fragment_unnamed_295, fragment_unnamed_297), fragment_unnamed_465 = _BlitTexture.SampleLevel(S0, fragment_unnamed_466, 0.0f), fragment_unnamed_295 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_295), fragment_unnamed_297 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_297), fragment_unnamed_299 = fragment_unnamed_465.y, fragment_unnamed_301 = fragment_unnamed_465.x) { } precise float fragment_unnamed_344 = (-0.0f) - fragment_uniform_buffer_0[136u].y; float fragment_unnamed_345 = mad(fragment_unnamed_344, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_299, 0.5f, 0.5234375f), mad(fragment_unnamed_301, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_297); precise float fragment_unnamed_351 = (-0.0f) - fragment_input_1.y; float fragment_unnamed_358 = round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_345, fragment_unnamed_351)); float fragment_unnamed_359 = round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_201, fragment_unnamed_351)); precise float fragment_unnamed_374 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_201), 0.0f).y * 4.0f; precise float fragment_unnamed_376 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_345)), 0.0f).y * 4.0f; float4 fragment_unnamed_386 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_374), 16.0f, sqrt(abs(fragment_unnamed_359))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_376), 16.0f, sqrt(abs(fragment_unnamed_358))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); float fragment_unnamed_394 = abs(fragment_unnamed_359); float fragment_unnamed_395 = abs(fragment_unnamed_358); precise float fragment_unnamed_413 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_201, fragment_unnamed_351))) >= fragment_unnamed_395) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_345, fragment_unnamed_351))) >= fragment_unnamed_394) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_414 = asfloat(((abs(fragment_unnamed_358) >= fragment_unnamed_394) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_413; precise float fragment_unnamed_415 = asfloat(((abs(fragment_unnamed_359) >= fragment_unnamed_395) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_413; precise float fragment_unnamed_427 = (-0.0f) - fragment_unnamed_414; precise float fragment_unnamed_433 = fragment_input_1.x + fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_434 = fragment_unnamed_345 + fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_438 = (-0.0f) - fragment_unnamed_415; precise float fragment_unnamed_452 = (-0.0f) - fragment_unnamed_414; precise float fragment_unnamed_457 = (-0.0f) - fragment_unnamed_415; precise float fragment_unnamed_460 = fragment_unnamed_386.x * clamp(mad(fragment_unnamed_438, _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_433, fragment_unnamed_434), 0.0f).y, mad(fragment_unnamed_427, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_201)), 0.0f).y, 1.0f)), 0.0f, 1.0f); precise float fragment_unnamed_461 = fragment_unnamed_386.y * clamp(mad(fragment_unnamed_457, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_345)), 0.0f).y, mad(fragment_unnamed_452, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_201)), 0.0f).y, 1.0f)), 0.0f, 1.0f); fragment_output_0.z = fragment_unnamed_460; fragment_output_0.w = fragment_unnamed_461; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2D _AreaTexture; Texture2D _SearchTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3 float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_41 = float(uint(gl_Layer)); float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_59 = fragment_unnamed_56.x; float fragment_unnamed_89; if (0.0f < fragment_unnamed_56.y) { float fragment_unnamed_111; float fragment_unnamed_113; if (0.0f < fragment_unnamed_59) { precise float fragment_unnamed_73 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_75 = fragment_uniform_buffer_0[105u].y * 1.0f; float fragment_unnamed_77 = asfloat(1065353216u); float fragment_unnamed_92; float fragment_unnamed_94; float fragment_unnamed_96; fragment_unnamed_92 = asfloat(0u); fragment_unnamed_94 = asfloat(3212836864u); fragment_unnamed_96 = asfloat(1065353216u); precise float fragment_unnamed_95; precise float fragment_unnamed_99; precise float fragment_unnamed_101; float4 fragment_unnamed_142; for (float fragment_unnamed_98 = fragment_input_1.y, fragment_unnamed_100 = fragment_input_1.x; !((((0.89999997615814208984375f < fragment_unnamed_96) ? 4294967295u : 0u) & ((fragment_unnamed_94 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_101 = fragment_unnamed_73 + fragment_unnamed_100, fragment_unnamed_99 = fragment_unnamed_75 + fragment_unnamed_98, fragment_unnamed_95 = fragment_unnamed_77 + fragment_unnamed_94, fragment_unnamed_142 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_101, fragment_unnamed_99, fragment_unnamed_41), 0.0f), fragment_unnamed_92 = fragment_unnamed_142.y, fragment_unnamed_94 = fragment_unnamed_95, fragment_unnamed_96 = dot(float2(fragment_unnamed_142.xy), 0.5f.xx), fragment_unnamed_98 = fragment_unnamed_99, fragment_unnamed_100 = fragment_unnamed_101) { } precise float fragment_unnamed_112 = fragment_unnamed_94 + asfloat(((0.89999997615814208984375f < fragment_unnamed_92) ? 4294967295u : 0u) & 1065353216u); fragment_unnamed_111 = fragment_unnamed_112; fragment_unnamed_113 = fragment_unnamed_96; } else { fragment_unnamed_111 = asfloat(0u); fragment_unnamed_113 = asfloat(0u); } precise float fragment_unnamed_118 = fragment_uniform_buffer_0[105u].x * 1.0f; precise float fragment_unnamed_119 = fragment_uniform_buffer_0[105u].y * (-1.0f); float fragment_unnamed_120 = asfloat(1065353216u); float fragment_unnamed_148; float fragment_unnamed_154; fragment_unnamed_148 = asfloat(3212836864u); fragment_unnamed_154 = asfloat(1065353216u); precise float fragment_unnamed_149; precise float fragment_unnamed_151; precise float fragment_unnamed_153; for (float fragment_unnamed_150 = fragment_input_1.x, fragment_unnamed_152 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_154) ? 4294967295u : 0u) & ((fragment_unnamed_148 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_151 = fragment_unnamed_118 + fragment_unnamed_150, fragment_unnamed_153 = fragment_unnamed_119 + fragment_unnamed_152, fragment_unnamed_149 = fragment_unnamed_120 + fragment_unnamed_148, fragment_unnamed_148 = fragment_unnamed_149, fragment_unnamed_150 = fragment_unnamed_151, fragment_unnamed_152 = fragment_unnamed_153, fragment_unnamed_154 = dot(float2(_BlitTexture.SampleLevel(S0, float3(fragment_unnamed_151, fragment_unnamed_153, fragment_unnamed_41), 0.0f).xy), 0.5f.xx)) { } precise float fragment_unnamed_182 = fragment_unnamed_111 + fragment_unnamed_148; float fragment_unnamed_322; float fragment_unnamed_323; if (2.0f < fragment_unnamed_182) { precise float fragment_unnamed_230 = (-0.0f) - fragment_unnamed_111; precise float fragment_unnamed_231 = fragment_unnamed_230 + 0.25f; float fragment_unnamed_233 = mad(fragment_unnamed_148, 1.0f, 0.0f); float4 fragment_unnamed_257 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -1.0f, mad(fragment_unnamed_231, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(fragment_unnamed_111, fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f); float fragment_unnamed_259 = fragment_unnamed_257.x; float4 fragment_unnamed_261 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, mad(fragment_unnamed_233, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(mad(fragment_unnamed_148, -1.0f, -0.25f), fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f); float fragment_unnamed_263 = fragment_unnamed_261.x; precise float fragment_unnamed_271 = abs(mad(fragment_unnamed_259, 5.0f, -3.75f)) * fragment_unnamed_259; precise float fragment_unnamed_272 = abs(mad(fragment_unnamed_263, 5.0f, -3.75f)) * fragment_unnamed_263; float4 fragment_unnamed_297 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_113 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_257.y), 2.0f, round(fragment_unnamed_271)))), 20.0f, fragment_unnamed_111), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_154 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_261.y), 2.0f, round(fragment_unnamed_272)))), 20.0f, fragment_unnamed_233), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); fragment_unnamed_322 = fragment_unnamed_297.x; fragment_unnamed_323 = fragment_unnamed_297.y; } else { fragment_unnamed_322 = asfloat(0u); fragment_unnamed_323 = asfloat(0u); } float fragment_unnamed_329 = mad(fragment_uniform_buffer_0[105u].x, 0.25f, fragment_input_1.x); precise float fragment_unnamed_333 = (-0.0f) - fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_335 = (-0.0f) - fragment_uniform_buffer_0[105u].y; float fragment_unnamed_336 = asfloat(1065353216u); float fragment_unnamed_483; float fragment_unnamed_487; fragment_unnamed_483 = asfloat(1065353216u); fragment_unnamed_487 = asfloat(3212836864u); precise float fragment_unnamed_486; precise float fragment_unnamed_488; precise float fragment_unnamed_490; float4 fragment_unnamed_513; float fragment_unnamed_515; precise float fragment_unnamed_519; for (float fragment_unnamed_485 = fragment_input_1.y, fragment_unnamed_489 = fragment_unnamed_329; !((((0.89999997615814208984375f < fragment_unnamed_483) ? 4294967295u : 0u) & ((fragment_unnamed_487 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_490 = fragment_unnamed_333 + fragment_unnamed_489, fragment_unnamed_486 = fragment_unnamed_335 + fragment_unnamed_485, fragment_unnamed_488 = fragment_unnamed_336 + fragment_unnamed_487, fragment_unnamed_513 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_490, fragment_unnamed_486, fragment_unnamed_41), 0.0f), fragment_unnamed_515 = fragment_unnamed_513.x, fragment_unnamed_519 = abs(mad(fragment_unnamed_515, 5.0f, -3.75f)) * fragment_unnamed_515, fragment_unnamed_483 = dot(float2(round(fragment_unnamed_519), round(fragment_unnamed_513.y)), 0.5f.xx), fragment_unnamed_485 = fragment_unnamed_486, fragment_unnamed_487 = fragment_unnamed_488, fragment_unnamed_489 = fragment_unnamed_490) { } float fragment_unnamed_556; float fragment_unnamed_558; if (0.0f < _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x) { uint4 fragment_unnamed_527 = asuint(fragment_uniform_buffer_0[105u]); float fragment_unnamed_529 = asfloat(fragment_unnamed_527.x); float fragment_unnamed_531 = asfloat(fragment_unnamed_527.y); float fragment_unnamed_532 = asfloat(1065353216u); float fragment_unnamed_544; float fragment_unnamed_546; float fragment_unnamed_548; fragment_unnamed_544 = asfloat(3212836864u); fragment_unnamed_546 = asfloat(1065353216u); fragment_unnamed_548 = asfloat(0u); precise float fragment_unnamed_541; precise float fragment_unnamed_543; precise float fragment_unnamed_545; float fragment_unnamed_549; float4 fragment_unnamed_566; float fragment_unnamed_568; precise float fragment_unnamed_572; for (float fragment_unnamed_540 = fragment_unnamed_329, fragment_unnamed_542 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_546) ? 4294967295u : 0u) & ((fragment_unnamed_544 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_541 = fragment_unnamed_529 + fragment_unnamed_540, fragment_unnamed_543 = fragment_unnamed_531 + fragment_unnamed_542, fragment_unnamed_545 = fragment_unnamed_532 + fragment_unnamed_544, fragment_unnamed_566 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_541, fragment_unnamed_543, fragment_unnamed_41), 0.0f), fragment_unnamed_568 = fragment_unnamed_566.x, fragment_unnamed_572 = abs(mad(fragment_unnamed_568, 5.0f, -3.75f)) * fragment_unnamed_568, fragment_unnamed_549 = round(fragment_unnamed_566.y), fragment_unnamed_540 = fragment_unnamed_541, fragment_unnamed_542 = fragment_unnamed_543, fragment_unnamed_544 = fragment_unnamed_545, fragment_unnamed_546 = dot(float2(round(fragment_unnamed_572), fragment_unnamed_549), 0.5f.xx), fragment_unnamed_548 = fragment_unnamed_549) { } precise float fragment_unnamed_557 = asfloat(((0.89999997615814208984375f < fragment_unnamed_548) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_544; fragment_unnamed_556 = fragment_unnamed_557; fragment_unnamed_558 = fragment_unnamed_546; } else { fragment_unnamed_556 = asfloat(0u); fragment_unnamed_558 = asfloat(0u); } precise float fragment_unnamed_559 = fragment_unnamed_556 + fragment_unnamed_487; float fragment_unnamed_635; float fragment_unnamed_636; if (2.0f < fragment_unnamed_559) { precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_487; float fragment_unnamed_585 = mad(fragment_unnamed_576, fragment_uniform_buffer_0[105u].x, fragment_input_1.x); float fragment_unnamed_586 = mad(fragment_unnamed_576, fragment_uniform_buffer_0[105u].y, fragment_input_1.y); float4 fragment_unnamed_610 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, mad(fragment_unnamed_556, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(fragment_unnamed_556, fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f); float4 fragment_unnamed_629 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_483 >= 0.89999997615814208984375f) ? 0u : asuint(mad(_BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -1.0f, fragment_unnamed_585), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_586), fragment_unnamed_41), 0.0f).y, 2.0f, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_585), mad(fragment_uniform_buffer_0[105u].y, -1.0f, fragment_unnamed_586), fragment_unnamed_41), 0.0f).x))), 20.0f, fragment_unnamed_487), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_558 >= 0.89999997615814208984375f) ? 0u : asuint(mad(fragment_unnamed_610.y, 2.0f, fragment_unnamed_610.x))), 20.0f, fragment_unnamed_556), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); precise float fragment_unnamed_633 = fragment_unnamed_322 + fragment_unnamed_629.y; precise float fragment_unnamed_634 = fragment_unnamed_323 + fragment_unnamed_629.x; fragment_unnamed_635 = fragment_unnamed_633; fragment_unnamed_636 = fragment_unnamed_634; } else { fragment_unnamed_635 = fragment_unnamed_322; fragment_unnamed_636 = fragment_unnamed_323; } precise float fragment_unnamed_637 = (-0.0f) - fragment_unnamed_636; float fragment_unnamed_90; if (fragment_unnamed_637 == fragment_unnamed_635) { float fragment_unnamed_648; float fragment_unnamed_650; float fragment_unnamed_654; fragment_unnamed_648 = fragment_input_2.x; fragment_unnamed_650 = asfloat(0u); fragment_unnamed_654 = asfloat(1065353216u); float4 fragment_unnamed_691; float3 fragment_unnamed_692; for (float fragment_unnamed_652 = fragment_input_2.y; !((((fragment_unnamed_650 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_654) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_648) ? 4294967295u : 0u))) == 0u); fragment_unnamed_692 = float3(fragment_unnamed_648, fragment_unnamed_652, fragment_unnamed_41), fragment_unnamed_691 = _BlitTexture.SampleLevel(S0, fragment_unnamed_692, 0.0f), fragment_unnamed_648 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_648), fragment_unnamed_650 = fragment_unnamed_691.x, fragment_unnamed_652 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_652), fragment_unnamed_654 = fragment_unnamed_691.y) { } float fragment_unnamed_677 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_650, 0.5f, 0.0078125f), mad(fragment_unnamed_654, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_648); float fragment_unnamed_697; float fragment_unnamed_701; float fragment_unnamed_703; fragment_unnamed_697 = fragment_input_2.z; fragment_unnamed_701 = asfloat(1065353216u); fragment_unnamed_703 = asfloat(0u); float4 fragment_unnamed_847; float3 fragment_unnamed_848; for (float fragment_unnamed_699 = fragment_input_2.w; !((((fragment_unnamed_703 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_701) ? 4294967295u : 0u) & ((fragment_unnamed_697 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_848 = float3(fragment_unnamed_697, fragment_unnamed_699, fragment_unnamed_41), fragment_unnamed_847 = _BlitTexture.SampleLevel(S0, fragment_unnamed_848, 0.0f), fragment_unnamed_697 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_697), fragment_unnamed_699 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_699), fragment_unnamed_701 = fragment_unnamed_847.y, fragment_unnamed_703 = fragment_unnamed_847.x) { } precise float fragment_unnamed_726 = (-0.0f) - fragment_uniform_buffer_0[105u].x; float fragment_unnamed_727 = mad(fragment_unnamed_726, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_703, 0.5f, 0.5234375f), mad(fragment_unnamed_701, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_697); precise float fragment_unnamed_733 = (-0.0f) - fragment_input_1.x; float fragment_unnamed_740 = round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_727, fragment_unnamed_733)); float fragment_unnamed_741 = round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_677, fragment_unnamed_733)); precise float fragment_unnamed_756 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_677, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f; precise float fragment_unnamed_757 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_727), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f; float4 fragment_unnamed_765 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_756), 16.0f, sqrt(abs(fragment_unnamed_741))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_757), 16.0f, sqrt(abs(fragment_unnamed_740))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); float fragment_unnamed_773 = abs(fragment_unnamed_741); float fragment_unnamed_774 = abs(fragment_unnamed_740); precise float fragment_unnamed_791 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_677, fragment_unnamed_733))) >= fragment_unnamed_774) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_727, fragment_unnamed_733))) >= fragment_unnamed_773) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_792 = asfloat(((abs(fragment_unnamed_740) >= fragment_unnamed_773) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_791; precise float fragment_unnamed_793 = asfloat(((abs(fragment_unnamed_741) >= fragment_unnamed_774) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_791; precise float fragment_unnamed_805 = (-0.0f) - fragment_unnamed_792; precise float fragment_unnamed_811 = fragment_unnamed_727 + fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_812 = fragment_input_1.y + fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_816 = (-0.0f) - fragment_unnamed_793; precise float fragment_unnamed_828 = (-0.0f) - fragment_unnamed_792; precise float fragment_unnamed_839 = (-0.0f) - fragment_unnamed_793; precise float fragment_unnamed_842 = fragment_unnamed_765.x * clamp(mad(fragment_unnamed_816, _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_811, fragment_unnamed_812, fragment_unnamed_41), 0.0f).x, mad(fragment_unnamed_805, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_677), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, 1.0f)), 0.0f, 1.0f); precise float fragment_unnamed_843 = fragment_unnamed_765.y * clamp(mad(fragment_unnamed_839, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_727), mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, mad(fragment_unnamed_828, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_677), mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, 1.0f)), 0.0f, 1.0f); fragment_output_0.x = fragment_unnamed_842; fragment_output_0.y = fragment_unnamed_843; fragment_unnamed_90 = fragment_unnamed_59; } else { fragment_output_0.x = fragment_unnamed_635; fragment_output_0.y = fragment_unnamed_636; fragment_unnamed_90 = asfloat(0u); } fragment_unnamed_89 = fragment_unnamed_90; } else { fragment_output_0.x = 0.0f; fragment_output_0.y = 0.0f; fragment_unnamed_89 = fragment_unnamed_59; } if (0.0f < fragment_unnamed_89) { float fragment_unnamed_162; float fragment_unnamed_164; float fragment_unnamed_166; fragment_unnamed_162 = asfloat(0u); fragment_unnamed_164 = asfloat(1065353216u); fragment_unnamed_166 = fragment_input_3.y; float4 fragment_unnamed_223; for (float fragment_unnamed_168 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_166) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_164) ? 4294967295u : 0u)) & ((fragment_unnamed_162 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_223 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_168, fragment_unnamed_166, fragment_unnamed_41), 0.0f), fragment_unnamed_162 = fragment_unnamed_223.y, fragment_unnamed_164 = fragment_unnamed_223.x, fragment_unnamed_166 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_166), fragment_unnamed_168 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_168)) { } float fragment_unnamed_209 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_162, 0.5f, 0.0078125f), mad(fragment_unnamed_164, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_166); float fragment_unnamed_305; float fragment_unnamed_307; float fragment_unnamed_309; fragment_unnamed_305 = asfloat(0u); fragment_unnamed_307 = fragment_input_3.w; fragment_unnamed_309 = asfloat(1065353216u); float4 fragment_unnamed_477; float3 fragment_unnamed_478; for (float fragment_unnamed_303 = fragment_input_3.z; !((((fragment_unnamed_305 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_309) ? 4294967295u : 0u) & ((fragment_unnamed_307 < fragment_input_4.w) ? 4294967295u : 0u))) == 0u); fragment_unnamed_478 = float3(fragment_unnamed_303, fragment_unnamed_307, fragment_unnamed_41), fragment_unnamed_477 = _BlitTexture.SampleLevel(S0, fragment_unnamed_478, 0.0f), fragment_unnamed_303 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_303), fragment_unnamed_305 = fragment_unnamed_477.y, fragment_unnamed_307 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_307), fragment_unnamed_309 = fragment_unnamed_477.x) { } precise float fragment_unnamed_352 = (-0.0f) - fragment_uniform_buffer_0[105u].y; float fragment_unnamed_353 = mad(fragment_unnamed_352, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_305, 0.5f, 0.5234375f), mad(fragment_unnamed_309, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_307); precise float fragment_unnamed_359 = (-0.0f) - fragment_input_1.y; float fragment_unnamed_366 = round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_353, fragment_unnamed_359)); float fragment_unnamed_367 = round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_209, fragment_unnamed_359)); precise float fragment_unnamed_382 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_209, fragment_unnamed_41), 0.0f).y * 4.0f; precise float fragment_unnamed_384 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_353), fragment_unnamed_41), 0.0f).y * 4.0f; float4 fragment_unnamed_394 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_382), 16.0f, sqrt(abs(fragment_unnamed_367))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_384), 16.0f, sqrt(abs(fragment_unnamed_366))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f); float fragment_unnamed_402 = abs(fragment_unnamed_367); float fragment_unnamed_403 = abs(fragment_unnamed_366); precise float fragment_unnamed_421 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_209, fragment_unnamed_359))) >= fragment_unnamed_403) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_353, fragment_unnamed_359))) >= fragment_unnamed_402) ? 4294967295u : 0u) & 1065353216u); precise float fragment_unnamed_422 = asfloat(((abs(fragment_unnamed_366) >= fragment_unnamed_402) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_421; precise float fragment_unnamed_423 = asfloat(((abs(fragment_unnamed_367) >= fragment_unnamed_403) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_421; precise float fragment_unnamed_435 = (-0.0f) - fragment_unnamed_422; precise float fragment_unnamed_441 = fragment_input_1.x + fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_442 = fragment_unnamed_353 + fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_446 = (-0.0f) - fragment_unnamed_423; precise float fragment_unnamed_458 = (-0.0f) - fragment_unnamed_422; precise float fragment_unnamed_469 = (-0.0f) - fragment_unnamed_423; precise float fragment_unnamed_472 = fragment_unnamed_394.x * clamp(mad(fragment_unnamed_446, _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_441, fragment_unnamed_442, fragment_unnamed_41), 0.0f).y, mad(fragment_unnamed_435, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_209), fragment_unnamed_41), 0.0f).y, 1.0f)), 0.0f, 1.0f); precise float fragment_unnamed_473 = fragment_unnamed_394.y * clamp(mad(fragment_unnamed_469, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_353), fragment_unnamed_41), 0.0f).y, mad(fragment_unnamed_458, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_209), fragment_unnamed_41), 0.0f).y, 1.0f)), 0.0f, 1.0f); fragment_output_0.z = fragment_unnamed_472; fragment_output_0.w = fragment_unnamed_473; } else { fragment_output_0.z = 0.0f; fragment_output_0.w = 0.0f; } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } Pass { ZTest Always ZWrite Off Cull Off GpuProgramID 138458 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma shader_feature _SMAA_PRESET_HIGH #pragma shader_feature _SMAA_PRESET_LOW #pragma shader_feature _SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f; float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_58; vertex_output_1.y = vertex_unnamed_59; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f; float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_58; vertex_output_1.y = vertex_unnamed_59; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[137]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f; float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_58; vertex_output_1.y = vertex_unnamed_59; vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58); vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59); vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58); vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _Metrics; static float4 vertex_uniform_buffer_0[106]; 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; static float4 vertex_output_2; 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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f); precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37; precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f; float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; vertex_output_1.x = vertex_unnamed_61; vertex_output_1.y = vertex_unnamed_62; vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61); vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62); vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61); vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62); 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]); vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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; stage_output.vertex_output_2 = vertex_output_2; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_LOW #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _BlendTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_47 = fragment_unnamed_45.w; uint fragment_unnamed_48 = asuint(fragment_unnamed_47); float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_60 = fragment_unnamed_58.y; float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_70 = fragment_unnamed_68.z; float fragment_unnamed_71 = fragment_unnamed_68.x; if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f); fragment_output_0.x = fragment_unnamed_85.x; fragment_output_0.y = fragment_unnamed_85.y; fragment_output_0.z = fragment_unnamed_85.z; fragment_output_0.w = fragment_unnamed_85.w; } else { bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70); uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u; float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60)); float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71)); float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx); precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120; precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f); float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f); float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f); precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x; precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y; precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z; precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w; fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156); fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157); fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158); fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_LOW #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2DArray _BlendTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_52 = fragment_unnamed_49.w; uint fragment_unnamed_53 = asuint(fragment_unnamed_52); float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_65 = fragment_unnamed_63.y; float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_75 = fragment_unnamed_73.z; float fragment_unnamed_76 = fragment_unnamed_73.x; if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f); fragment_output_0.x = fragment_unnamed_86.x; fragment_output_0.y = fragment_unnamed_86.y; fragment_output_0.z = fragment_unnamed_86.z; fragment_output_0.w = fragment_unnamed_86.w; } else { bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75); uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u; float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65)); float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76)); float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx); precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121; precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f); float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f); float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f); precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125; precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125; precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125; precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125; fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157); fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158); fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159); fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_LOW #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_MEDIUM #ifdef _SMAA_PRESET_MEDIUM #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _BlendTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_47 = fragment_unnamed_45.w; uint fragment_unnamed_48 = asuint(fragment_unnamed_47); float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_60 = fragment_unnamed_58.y; float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_70 = fragment_unnamed_68.z; float fragment_unnamed_71 = fragment_unnamed_68.x; if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f); fragment_output_0.x = fragment_unnamed_85.x; fragment_output_0.y = fragment_unnamed_85.y; fragment_output_0.z = fragment_unnamed_85.z; fragment_output_0.w = fragment_unnamed_85.w; } else { bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70); uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u; float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60)); float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71)); float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx); precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120; precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f); float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f); float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f); precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x; precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y; precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z; precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w; fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156); fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157); fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158); fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_MEDIUM #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_MEDIUM #ifndef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2DArray _BlendTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_52 = fragment_unnamed_49.w; uint fragment_unnamed_53 = asuint(fragment_unnamed_52); float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_65 = fragment_unnamed_63.y; float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_75 = fragment_unnamed_73.z; float fragment_unnamed_76 = fragment_unnamed_73.x; if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f); fragment_output_0.x = fragment_unnamed_86.x; fragment_output_0.y = fragment_unnamed_86.y; fragment_output_0.z = fragment_unnamed_86.z; fragment_output_0.w = fragment_unnamed_86.w; } else { bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75); uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u; float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65)); float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76)); float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx); precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121; precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f); float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f); float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f); precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125; precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125; precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125; precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125; fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157); fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158); fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159); fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_MEDIUM #endif // !_SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #ifdef _SMAA_PRESET_HIGH #ifndef STEREO_INSTANCING_ON #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[137]; Texture2D _BlitTexture; Texture2D _BlendTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_47 = fragment_unnamed_45.w; uint fragment_unnamed_48 = asuint(fragment_unnamed_47); float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_60 = fragment_unnamed_58.y; float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_70 = fragment_unnamed_68.z; float fragment_unnamed_71 = fragment_unnamed_68.x; if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f); fragment_output_0.x = fragment_unnamed_85.x; fragment_output_0.y = fragment_unnamed_85.y; fragment_output_0.z = fragment_unnamed_85.z; fragment_output_0.w = fragment_unnamed_85.w; } else { bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70); uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u; float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60)); float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71)); float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx); precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120; precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f); precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f); float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f); float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f); precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x; precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y; precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z; precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w; fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156); fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157); fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158); fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _SMAA_PRESET_HIGH #endif // !STEREO_INSTANCING_ON #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM #ifdef STEREO_INSTANCING_ON #ifdef _SMAA_PRESET_HIGH #ifndef _SMAA_PRESET_LOW #ifndef _SMAA_PRESET_MEDIUM #define ANY_SHADER_VARIANT_ACTIVE float4 _Metrics; static float4 fragment_uniform_buffer_0[106]; Texture2DArray _BlitTexture; Texture2DArray _BlendTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_input_2; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1 uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_34 = float(uint(gl_Layer)); float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_52 = fragment_unnamed_49.w; uint fragment_unnamed_53 = asuint(fragment_unnamed_52); float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_65 = fragment_unnamed_63.y; float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_75 = fragment_unnamed_73.z; float fragment_unnamed_76 = fragment_unnamed_73.x; if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f) { float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f); fragment_output_0.x = fragment_unnamed_86.x; fragment_output_0.y = fragment_unnamed_86.y; fragment_output_0.z = fragment_unnamed_86.z; fragment_output_0.w = fragment_unnamed_86.w; } else { bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75); uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u; float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65)); float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76)); float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx); precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121; precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f); precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f); float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f); float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f); precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125; precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125; precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125; precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125; fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157); fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158); fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159); fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160); } } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _SMAA_PRESET_HIGH #endif // !_SMAA_PRESET_LOW #endif // !_SMAA_PRESET_MEDIUM // Fallback Shader Code #ifndef ANY_SHADER_VARIANT_ACTIVE // https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float4x4 unity_MatrixMVP; struct Vertex_Stage_Input { float3 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { // Output solid grey color (e.g., 50% grey) return float4(0.5, 0.5, 0.5, 1.0); // RGBA } #endif // !ANY_SHADER_VARIANT_ACTIVE ENDHLSL } } }