Shader "Hidden/Universal/CoreBlit" { Properties { } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" } Pass { Name "Nearest" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 14430 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Bilinear" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 92725 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestQuad" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 136448 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuad" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 259870 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestQuadPadding" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 289795 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPadding" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 354606 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestQuadPaddingRepeat" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 419958 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPaddingRepeat" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 510293 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPaddingOctahedral" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 534854 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { uint fragment_unnamed_123; uint fragment_unnamed_124; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; uint fragment_unnamed_46 = asuint(fragment_unnamed_45); precise float fragment_unnamed_47 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_49 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_54 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_58 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_59 = fragment_unnamed_54 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_58 + 1.0f; fragment_unnamed_123 = fragment_unnamed_38 ? asuint(fragment_unnamed_47) : (fragment_unnamed_39 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_49)); fragment_unnamed_124 = fragment_unnamed_38 ? fragment_unnamed_46 : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : fragment_unnamed_46); } else { bool fragment_unnamed_71 = fragment_input_1.x < 1.0f; bool fragment_unnamed_72 = fragment_input_1.y < 0.0f; bool fragment_unnamed_73 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_76 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_80 = fragment_unnamed_76 + 1.0f; precise float fragment_unnamed_81 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_83 = fragment_unnamed_76 + 2.0f; precise float fragment_unnamed_84 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f; precise float fragment_unnamed_100 = fragment_unnamed_98 + 0.0f; precise float fragment_unnamed_109 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_110 = asuint(fragment_unnamed_109); precise float fragment_unnamed_111 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_112 = fragment_input_1.y + (-1.0f); fragment_unnamed_123 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_73 ? fragment_input_1.y : fragment_unnamed_81)) : (fragment_unnamed_72 ? asuint(fragment_unnamed_111) : (fragment_unnamed_73 ? asuint(fragment_unnamed_84) : asuint(fragment_unnamed_112))); fragment_unnamed_124 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_73 ? fragment_input_1.x : fragment_unnamed_80)) : (fragment_unnamed_72 ? fragment_unnamed_110 : (fragment_unnamed_73 ? asuint(fragment_unnamed_83) : fragment_unnamed_110)); } float4 fragment_unnamed_134 = _BlitTexture.SampleLevel(S0, float2(asfloat(fragment_unnamed_124), asfloat(fragment_unnamed_123)), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_134.x; fragment_output_0.y = fragment_unnamed_134.y; fragment_output_0.z = fragment_unnamed_134.z; fragment_output_0.w = fragment_unnamed_134.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { uint fragment_unnamed_125; uint fragment_unnamed_126; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; uint fragment_unnamed_48 = asuint(fragment_unnamed_47); precise float fragment_unnamed_49 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_51 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_56 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_61 = fragment_unnamed_56 + 0.0f; precise float fragment_unnamed_62 = fragment_unnamed_60 + 1.0f; fragment_unnamed_125 = fragment_unnamed_40 ? asuint(fragment_unnamed_49) : (fragment_unnamed_41 ? asuint(fragment_unnamed_62) : asuint(fragment_unnamed_51)); fragment_unnamed_126 = fragment_unnamed_40 ? fragment_unnamed_48 : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : fragment_unnamed_48); } else { bool fragment_unnamed_73 = fragment_input_1.x < 1.0f; bool fragment_unnamed_74 = fragment_input_1.y < 0.0f; bool fragment_unnamed_75 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_78 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_82 = fragment_unnamed_78 + 1.0f; precise float fragment_unnamed_83 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_85 = fragment_unnamed_78 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_98 + 0.0f; precise float fragment_unnamed_111 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_112 = asuint(fragment_unnamed_111); precise float fragment_unnamed_113 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_114 = fragment_input_1.y + (-1.0f); fragment_unnamed_125 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_75 ? fragment_input_1.y : fragment_unnamed_83)) : (fragment_unnamed_74 ? asuint(fragment_unnamed_113) : (fragment_unnamed_75 ? asuint(fragment_unnamed_86) : asuint(fragment_unnamed_114))); fragment_unnamed_126 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_75 ? fragment_input_1.x : fragment_unnamed_82)) : (fragment_unnamed_74 ? fragment_unnamed_112 : (fragment_unnamed_75 ? asuint(fragment_unnamed_85) : fragment_unnamed_112)); } float4 fragment_unnamed_138 = _BlitTexture.SampleLevel(S0, float3(asfloat(fragment_unnamed_126), asfloat(fragment_unnamed_125), float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_138.x; fragment_output_0.y = fragment_unnamed_138.y; fragment_output_0.z = fragment_unnamed_138.z; fragment_output_0.w = fragment_unnamed_138.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestQuadPaddingAlphaBlend" Tags { "RenderPipeline" = "UniversalPipeline" } Blend DstColor Zero, DstColor Zero ZTest Always ZWrite Off Cull Off GpuProgramID 605429 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPaddingAlphaBlend" Tags { "RenderPipeline" = "UniversalPipeline" } Blend DstColor Zero, DstColor Zero ZTest Always ZWrite Off Cull Off GpuProgramID 697454 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestQuadPaddingAlphaBlendRepeat" Tags { "RenderPipeline" = "UniversalPipeline" } Blend DstColor Zero, DstColor Zero ZTest Always ZWrite Off Cull Off GpuProgramID 751538 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPaddingAlphaBlendRepeat" Tags { "RenderPipeline" = "UniversalPipeline" } Blend DstColor Zero, DstColor Zero ZTest Always ZWrite Off Cull Off GpuProgramID 813857 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadPaddingAlphaBlendOctahedral" Tags { "RenderPipeline" = "UniversalPipeline" } Blend DstColor Zero, DstColor Zero ZTest Always ZWrite Off Cull Off GpuProgramID 891331 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { uint fragment_unnamed_123; uint fragment_unnamed_124; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; uint fragment_unnamed_46 = asuint(fragment_unnamed_45); precise float fragment_unnamed_47 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_49 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_54 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_58 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_59 = fragment_unnamed_54 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_58 + 1.0f; fragment_unnamed_123 = fragment_unnamed_38 ? asuint(fragment_unnamed_47) : (fragment_unnamed_39 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_49)); fragment_unnamed_124 = fragment_unnamed_38 ? fragment_unnamed_46 : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : fragment_unnamed_46); } else { bool fragment_unnamed_71 = fragment_input_1.x < 1.0f; bool fragment_unnamed_72 = fragment_input_1.y < 0.0f; bool fragment_unnamed_73 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_76 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_80 = fragment_unnamed_76 + 1.0f; precise float fragment_unnamed_81 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_83 = fragment_unnamed_76 + 2.0f; precise float fragment_unnamed_84 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f; precise float fragment_unnamed_100 = fragment_unnamed_98 + 0.0f; precise float fragment_unnamed_109 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_110 = asuint(fragment_unnamed_109); precise float fragment_unnamed_111 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_112 = fragment_input_1.y + (-1.0f); fragment_unnamed_123 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_73 ? fragment_input_1.y : fragment_unnamed_81)) : (fragment_unnamed_72 ? asuint(fragment_unnamed_111) : (fragment_unnamed_73 ? asuint(fragment_unnamed_84) : asuint(fragment_unnamed_112))); fragment_unnamed_124 = fragment_unnamed_71 ? (fragment_unnamed_72 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_73 ? fragment_input_1.x : fragment_unnamed_80)) : (fragment_unnamed_72 ? fragment_unnamed_110 : (fragment_unnamed_73 ? asuint(fragment_unnamed_83) : fragment_unnamed_110)); } float4 fragment_unnamed_134 = _BlitTexture.SampleLevel(S0, float2(asfloat(fragment_unnamed_124), asfloat(fragment_unnamed_123)), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_134.x; fragment_output_0.y = fragment_unnamed_134.y; fragment_output_0.z = fragment_unnamed_134.z; fragment_output_0.w = fragment_unnamed_134.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { uint fragment_unnamed_125; uint fragment_unnamed_126; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; uint fragment_unnamed_48 = asuint(fragment_unnamed_47); precise float fragment_unnamed_49 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_51 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_56 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_61 = fragment_unnamed_56 + 0.0f; precise float fragment_unnamed_62 = fragment_unnamed_60 + 1.0f; fragment_unnamed_125 = fragment_unnamed_40 ? asuint(fragment_unnamed_49) : (fragment_unnamed_41 ? asuint(fragment_unnamed_62) : asuint(fragment_unnamed_51)); fragment_unnamed_126 = fragment_unnamed_40 ? fragment_unnamed_48 : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : fragment_unnamed_48); } else { bool fragment_unnamed_73 = fragment_input_1.x < 1.0f; bool fragment_unnamed_74 = fragment_input_1.y < 0.0f; bool fragment_unnamed_75 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_78 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_82 = fragment_unnamed_78 + 1.0f; precise float fragment_unnamed_83 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_85 = fragment_unnamed_78 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_99 = fragment_unnamed_95 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_98 + 0.0f; precise float fragment_unnamed_111 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_112 = asuint(fragment_unnamed_111); precise float fragment_unnamed_113 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_114 = fragment_input_1.y + (-1.0f); fragment_unnamed_125 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_75 ? fragment_input_1.y : fragment_unnamed_83)) : (fragment_unnamed_74 ? asuint(fragment_unnamed_113) : (fragment_unnamed_75 ? asuint(fragment_unnamed_86) : asuint(fragment_unnamed_114))); fragment_unnamed_126 = fragment_unnamed_73 ? (fragment_unnamed_74 ? asuint(fragment_unnamed_99) : asuint(fragment_unnamed_75 ? fragment_input_1.x : fragment_unnamed_82)) : (fragment_unnamed_74 ? fragment_unnamed_112 : (fragment_unnamed_75 ? asuint(fragment_unnamed_85) : fragment_unnamed_112)); } float4 fragment_unnamed_138 = _BlitTexture.SampleLevel(S0, float3(asfloat(fragment_unnamed_126), asfloat(fragment_unnamed_125), float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_138.x; fragment_output_0.y = fragment_unnamed_138.y; fragment_output_0.z = fragment_unnamed_138.z; fragment_output_0.w = fragment_unnamed_138.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "CubeToOctahedral" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 950603 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40); precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43); precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53; precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55; float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f); precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57; precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40; precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43; float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55))); precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63; precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64; precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55; float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_80.x; fragment_output_0.y = fragment_unnamed_80.y; fragment_output_0.z = fragment_unnamed_80.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42; precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42); precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f; precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45); precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55; precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57; float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59; precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42; precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45; float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57))); precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65; precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66; precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57; float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_82.x; fragment_output_0.y = fragment_unnamed_82.y; fragment_output_0.z = fragment_unnamed_82.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "CubeToOctahedralLuminance" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1029563 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40); precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43); precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53; precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55; float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f); precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57; precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40; precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43; float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55))); precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63; precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64; precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55; float fragment_unnamed_85 = dot(float3(_BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); fragment_output_0.x = fragment_unnamed_85; fragment_output_0.y = fragment_unnamed_85; fragment_output_0.z = fragment_unnamed_85; fragment_output_0.w = fragment_unnamed_85; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42; precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42); precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f; precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45); precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55; precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57; float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59; precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42; precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45; float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57))); precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65; precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66; precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57; float fragment_unnamed_87 = dot(float3(_BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); fragment_output_0.x = fragment_unnamed_87; fragment_output_0.y = fragment_unnamed_87; fragment_output_0.z = fragment_unnamed_87; fragment_output_0.w = fragment_unnamed_87; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "CubeToOctahedralAlpha" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1051016 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40); precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43); precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53; precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55; float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f); precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57; precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40; precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43; float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55))); precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63; precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64; precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55; float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_82 = fragment_unnamed_80.w; fragment_output_0.x = fragment_unnamed_82; fragment_output_0.y = fragment_unnamed_82; fragment_output_0.z = fragment_unnamed_82; fragment_output_0.w = fragment_unnamed_82; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42; precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42); precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f; precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45); precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55; precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57; float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59; precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42; precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45; float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57))); precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65; precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66; precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57; float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_84 = fragment_unnamed_82.w; fragment_output_0.x = fragment_unnamed_84; fragment_output_0.y = fragment_unnamed_84; fragment_output_0.z = fragment_unnamed_84; fragment_output_0.w = fragment_unnamed_84; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "CubeToOctahedralRed" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1170593 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_40 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_43 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_47 = (-0.0f) - fragment_unnamed_40; precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_43; precise float fragment_unnamed_52 = (-0.0f) - ((fragment_unnamed_40 < 0.0f) ? fragment_unnamed_47 : fragment_unnamed_40); precise float fragment_unnamed_53 = fragment_unnamed_52 + 1.0f; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_43 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_43); precise float fragment_unnamed_55 = fragment_unnamed_54 + fragment_unnamed_53; precise float fragment_unnamed_56 = (-0.0f) - fragment_unnamed_55; float fragment_unnamed_57 = max(fragment_unnamed_56, 0.0f); precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_57; precise float fragment_unnamed_63 = ((fragment_unnamed_40 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_40; precise float fragment_unnamed_64 = ((fragment_unnamed_43 >= 0.0f) ? fragment_unnamed_60 : fragment_unnamed_57) + fragment_unnamed_43; float fragment_unnamed_69 = rsqrt(dot(float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55), float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_55))); precise float fragment_unnamed_70 = fragment_unnamed_69 * fragment_unnamed_63; precise float fragment_unnamed_71 = fragment_unnamed_69 * fragment_unnamed_64; precise float fragment_unnamed_72 = fragment_unnamed_69 * fragment_unnamed_55; float4 fragment_unnamed_80 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_70, fragment_unnamed_71, fragment_unnamed_72), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_82 = fragment_unnamed_80.x; fragment_output_0.x = fragment_unnamed_82; fragment_output_0.y = fragment_unnamed_82; fragment_output_0.z = fragment_unnamed_82; fragment_output_0.w = fragment_unnamed_82; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_42 = mad(clamp(fragment_input_1.x, 0.0f, 1.0f), 2.0f, -1.0f); float fragment_unnamed_45 = mad(clamp(fragment_input_1.y, 0.0f, 1.0f), 2.0f, -1.0f); precise float fragment_unnamed_49 = (-0.0f) - fragment_unnamed_42; precise float fragment_unnamed_51 = (-0.0f) - fragment_unnamed_45; precise float fragment_unnamed_54 = (-0.0f) - ((fragment_unnamed_42 < 0.0f) ? fragment_unnamed_49 : fragment_unnamed_42); precise float fragment_unnamed_55 = fragment_unnamed_54 + 1.0f; precise float fragment_unnamed_56 = (-0.0f) - ((fragment_unnamed_45 < 0.0f) ? fragment_unnamed_51 : fragment_unnamed_45); precise float fragment_unnamed_57 = fragment_unnamed_56 + fragment_unnamed_55; precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57; float fragment_unnamed_59 = max(fragment_unnamed_58, 0.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_unnamed_59; precise float fragment_unnamed_65 = ((fragment_unnamed_42 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_42; precise float fragment_unnamed_66 = ((fragment_unnamed_45 >= 0.0f) ? fragment_unnamed_62 : fragment_unnamed_59) + fragment_unnamed_45; float fragment_unnamed_71 = rsqrt(dot(float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57), float3(fragment_unnamed_65, fragment_unnamed_66, fragment_unnamed_57))); precise float fragment_unnamed_72 = fragment_unnamed_71 * fragment_unnamed_65; precise float fragment_unnamed_73 = fragment_unnamed_71 * fragment_unnamed_66; precise float fragment_unnamed_74 = fragment_unnamed_71 * fragment_unnamed_57; float4 fragment_unnamed_82 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_72, fragment_unnamed_73, fragment_unnamed_74), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_84 = fragment_unnamed_82.x; fragment_output_0.x = fragment_unnamed_84; fragment_output_0.y = fragment_unnamed_84; fragment_output_0.z = fragment_unnamed_84; fragment_output_0.w = fragment_unnamed_84; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadLuminance" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1213655 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_47 = dot(float3(_BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); fragment_output_0.x = fragment_unnamed_47; fragment_output_0.y = fragment_unnamed_47; fragment_output_0.z = fragment_unnamed_47; fragment_output_0.w = fragment_unnamed_47; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_52 = dot(float3(_BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x).xyz), float3(0.21267290413379669189453125f, 0.715152204036712646484375f, 0.072175003588199615478515625f)); fragment_output_0.x = fragment_unnamed_52; fragment_output_0.y = fragment_unnamed_52; fragment_output_0.z = fragment_unnamed_52; fragment_output_0.w = fragment_unnamed_52; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadAlpha" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1291300 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_44 = fragment_unnamed_42.w; fragment_output_0.x = fragment_unnamed_44; fragment_output_0.y = fragment_unnamed_44; fragment_output_0.z = fragment_unnamed_44; fragment_output_0.w = fragment_unnamed_44; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_49 = fragment_unnamed_46.w; fragment_output_0.x = fragment_unnamed_49; fragment_output_0.y = fragment_unnamed_49; fragment_output_0.z = fragment_unnamed_49; fragment_output_0.w = fragment_unnamed_49; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearQuadRed" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1359845 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[132]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_34 = float(vertex_unnamed_29); precise float vertex_unnamed_37 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_34, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = mad(mad(vertex_unnamed_34, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; static float4 vertex_uniform_buffer_0[101]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; float vertex_unnamed_37 = float(vertex_unnamed_32); precise float vertex_unnamed_40 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_37, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = mad(mad(vertex_unnamed_37, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); vertex_uniform_buffer_0[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_44 = fragment_unnamed_42.x; fragment_output_0.x = fragment_unnamed_44; fragment_output_0.y = fragment_unnamed_44; fragment_output_0.z = fragment_unnamed_44; fragment_output_0.w = fragment_unnamed_44; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_49 = fragment_unnamed_46.x; fragment_output_0.x = fragment_unnamed_49; fragment_output_0.y = fragment_unnamed_49; fragment_output_0.z = fragment_unnamed_49; fragment_output_0.w = fragment_unnamed_49; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "NearestCubeToOctahedralPadding" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1408694 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ BLIT_DECODE_HDR #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !BLIT_DECODE_HDR #ifdef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef BLIT_DECODE_HDR #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // BLIT_DECODE_HDR #endif // STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_128; float fragment_unnamed_129; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f; precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f; fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48))); fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45))); } else { bool fragment_unnamed_74 = fragment_input_1.x < 1.0f; bool fragment_unnamed_75 = fragment_input_1.y < 0.0f; bool fragment_unnamed_76 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f; precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f; precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_113 = asuint(fragment_unnamed_112); precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f); fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115)))); fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113))); } float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f); float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f); precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131; precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132; precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131); precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132); precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140; precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144; precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131; precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132; float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142))); precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150; precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151; precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142; float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_167.x; fragment_output_0.y = fragment_unnamed_167.y; fragment_output_0.z = fragment_unnamed_167.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_130; float fragment_unnamed_131; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f; fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50))); fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47))); } else { bool fragment_unnamed_76 = fragment_input_1.x < 1.0f; bool fragment_unnamed_77 = fragment_input_1.y < 0.0f; bool fragment_unnamed_78 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f; precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f; precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f; precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_115 = asuint(fragment_unnamed_114); precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f); fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117)))); fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115))); } float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f); float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f); precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133; precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133); precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f; precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134); precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142; precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144; float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f); precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146; precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133; precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134; float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144))); precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152; precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153; precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144; float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_169.x; fragment_output_0.y = fragment_unnamed_169.y; fragment_output_0.z = fragment_unnamed_169.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !BLIT_DECODE_HDR #ifdef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; float4 _BlitDecodeInstructions; static float4 fragment_uniform_buffer_0[136]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_128; float fragment_unnamed_129; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f; precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f; fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48))); fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45))); } else { bool fragment_unnamed_74 = fragment_input_1.x < 1.0f; bool fragment_unnamed_75 = fragment_input_1.y < 0.0f; bool fragment_unnamed_76 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f; precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f; precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_113 = asuint(fragment_unnamed_112); precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f); fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115)))); fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113))); } float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f); float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f); precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131; precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132; precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131); precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132); precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140; precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144; precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131; precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132; float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142))); precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150; precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151; precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142; float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x); precise float fragment_unnamed_173 = fragment_unnamed_167.w + (-1.0f); precise float fragment_unnamed_184 = log2(max(mad(fragment_uniform_buffer_0[135u].w, fragment_unnamed_173, 1.0f), 0.0f)) * fragment_uniform_buffer_0[135u].y; precise float fragment_unnamed_189 = exp2(fragment_unnamed_184) * fragment_uniform_buffer_0[135u].x; precise float fragment_unnamed_190 = fragment_unnamed_167.x * fragment_unnamed_189; precise float fragment_unnamed_191 = fragment_unnamed_167.y * fragment_unnamed_189; precise float fragment_unnamed_192 = fragment_unnamed_167.z * fragment_unnamed_189; fragment_output_0.x = fragment_unnamed_190; fragment_output_0.y = fragment_unnamed_191; fragment_output_0.z = fragment_unnamed_192; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_uniform_buffer_0[135] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef BLIT_DECODE_HDR #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; float4 _BlitDecodeInstructions; static float4 fragment_uniform_buffer_0[105]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_130; float fragment_unnamed_131; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f; fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50))); fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47))); } else { bool fragment_unnamed_76 = fragment_input_1.x < 1.0f; bool fragment_unnamed_77 = fragment_input_1.y < 0.0f; bool fragment_unnamed_78 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f; precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f; precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f; precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_115 = asuint(fragment_unnamed_114); precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f); fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117)))); fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115))); } float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f); float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f); precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133; precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133); precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f; precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134); precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142; precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144; float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f); precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146; precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133; precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134; float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144))); precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152; precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153; precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144; float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x); precise float fragment_unnamed_175 = fragment_unnamed_169.w + (-1.0f); precise float fragment_unnamed_186 = log2(max(mad(fragment_uniform_buffer_0[104u].w, fragment_unnamed_175, 1.0f), 0.0f)) * fragment_uniform_buffer_0[104u].y; precise float fragment_unnamed_191 = exp2(fragment_unnamed_186) * fragment_uniform_buffer_0[104u].x; precise float fragment_unnamed_192 = fragment_unnamed_169.x * fragment_unnamed_191; precise float fragment_unnamed_193 = fragment_unnamed_169.y * fragment_unnamed_191; precise float fragment_unnamed_194 = fragment_unnamed_169.z * fragment_unnamed_191; fragment_output_0.x = fragment_unnamed_192; fragment_output_0.y = fragment_unnamed_193; fragment_output_0.z = fragment_unnamed_194; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_uniform_buffer_0[104] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // BLIT_DECODE_HDR #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearCubeToOctahedralPadding" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1481223 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ BLIT_DECODE_HDR #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !BLIT_DECODE_HDR #ifdef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[134]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { uint vertex_unnamed_24 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_29 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_36 = (-0.0f) - float((vertex_unnamed_24 + vertex_unnamed_29) & 1u); precise float vertex_unnamed_38 = vertex_unnamed_36 + 1.0f; float vertex_unnamed_42 = float(vertex_unnamed_29); gl_Position.x = mad(mad(vertex_unnamed_42, vertex_uniform_buffer_0[131u].x, vertex_uniform_buffer_0[131u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_24) + (-vertex_unnamed_29)) + 1u) & 1u), vertex_uniform_buffer_0[131u].y, vertex_uniform_buffer_0[131u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_82 = float(asuint(vertex_uniform_buffer_0[133u]).w); precise float vertex_unnamed_83 = vertex_unnamed_82 * 0.5f; precise float vertex_unnamed_89 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_90 = vertex_unnamed_82 + vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_91 = vertex_unnamed_83 / vertex_unnamed_89; precise float vertex_unnamed_92 = vertex_unnamed_83 / vertex_unnamed_90; precise float vertex_unnamed_97 = vertex_unnamed_89 / vertex_uniform_buffer_0[133u].y; precise float vertex_unnamed_98 = vertex_unnamed_90 / vertex_uniform_buffer_0[133u].z; precise float vertex_unnamed_99 = (-0.0f) - vertex_unnamed_91; precise float vertex_unnamed_100 = (-0.0f) - vertex_unnamed_92; precise float vertex_unnamed_101 = vertex_unnamed_99 + vertex_unnamed_42; precise float vertex_unnamed_102 = vertex_unnamed_100 + vertex_unnamed_38; precise float vertex_unnamed_103 = vertex_unnamed_97 * vertex_unnamed_101; precise float vertex_unnamed_104 = vertex_unnamed_98 * vertex_unnamed_102; vertex_output_1.x = mad(vertex_unnamed_103, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_104, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); } 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[131] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[133][3]); vertex_uniform_buffer_0[133] = float4(vertex_uniform_buffer_0[133][0], vertex_uniform_buffer_0[133][1], vertex_uniform_buffer_0[133][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef BLIT_DECODE_HDR #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float2 _BlitTextureSize; int _BlitPaddingSize; static float4 vertex_uniform_buffer_0[103]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_27 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 1u; uint vertex_unnamed_32 = (uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) >> 1u; precise float vertex_unnamed_39 = (-0.0f) - float((vertex_unnamed_27 + vertex_unnamed_32) & 1u); precise float vertex_unnamed_41 = vertex_unnamed_39 + 1.0f; float vertex_unnamed_45 = float(vertex_unnamed_32); gl_Position.x = mad(mad(vertex_unnamed_45, vertex_uniform_buffer_0[100u].x, vertex_uniform_buffer_0[100u].z), 2.0f, -1.0f); gl_Position.y = mad(mad(float((((-vertex_unnamed_27) + (-vertex_unnamed_32)) + 1u) & 1u), vertex_uniform_buffer_0[100u].y, vertex_uniform_buffer_0[100u].w), -2.0f, 1.0f); gl_Position.z = mad(asfloat(1065353216u), 1.0f, 0.0f); gl_Position.w = mad(asfloat(1065353216u), 1.0f, 0.0f); float vertex_unnamed_85 = float(asuint(vertex_uniform_buffer_0[102u]).w); precise float vertex_unnamed_86 = vertex_unnamed_85 * 0.5f; precise float vertex_unnamed_92 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_93 = vertex_unnamed_85 + vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_94 = vertex_unnamed_86 / vertex_unnamed_92; precise float vertex_unnamed_95 = vertex_unnamed_86 / vertex_unnamed_93; precise float vertex_unnamed_100 = vertex_unnamed_92 / vertex_uniform_buffer_0[102u].y; precise float vertex_unnamed_101 = vertex_unnamed_93 / vertex_uniform_buffer_0[102u].z; precise float vertex_unnamed_102 = (-0.0f) - vertex_unnamed_94; precise float vertex_unnamed_103 = (-0.0f) - vertex_unnamed_95; precise float vertex_unnamed_104 = vertex_unnamed_102 + vertex_unnamed_45; precise float vertex_unnamed_105 = vertex_unnamed_103 + vertex_unnamed_41; precise float vertex_unnamed_106 = vertex_unnamed_100 * vertex_unnamed_104; precise float vertex_unnamed_107 = vertex_unnamed_101 * vertex_unnamed_105; vertex_output_1.x = mad(vertex_unnamed_106, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_107, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); 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[100] = float4(_BlitScaleBiasRt[0], _BlitScaleBiasRt[1], _BlitScaleBiasRt[2], _BlitScaleBiasRt[3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], _BlitTextureSize[0], _BlitTextureSize[1], vertex_uniform_buffer_0[102][3]); vertex_uniform_buffer_0[102] = float4(vertex_uniform_buffer_0[102][0], vertex_uniform_buffer_0[102][1], vertex_uniform_buffer_0[102][2], asfloat(_BlitPaddingSize)); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // BLIT_DECODE_HDR #endif // STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_128; float fragment_unnamed_129; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f; precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f; fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48))); fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45))); } else { bool fragment_unnamed_74 = fragment_input_1.x < 1.0f; bool fragment_unnamed_75 = fragment_input_1.y < 0.0f; bool fragment_unnamed_76 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f; precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f; precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_113 = asuint(fragment_unnamed_112); precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f); fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115)))); fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113))); } float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f); float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f); precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131; precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132; precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131); precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132); precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140; precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144; precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131; precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132; float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142))); precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150; precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151; precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142; float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_167.x; fragment_output_0.y = fragment_unnamed_167.y; fragment_output_0.z = fragment_unnamed_167.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifndef BLIT_DECODE_HDR #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_130; float fragment_unnamed_131; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f; fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50))); fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47))); } else { bool fragment_unnamed_76 = fragment_input_1.x < 1.0f; bool fragment_unnamed_77 = fragment_input_1.y < 0.0f; bool fragment_unnamed_78 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f; precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f; precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f; precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_115 = asuint(fragment_unnamed_114); precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f); fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117)))); fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115))); } float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f); float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f); precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133; precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133); precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f; precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134); precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142; precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144; float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f); precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146; precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133; precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134; float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144))); precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152; precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153; precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144; float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_169.x; fragment_output_0.y = fragment_unnamed_169.y; fragment_output_0.z = fragment_unnamed_169.z; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !BLIT_DECODE_HDR #ifdef BLIT_DECODE_HDR #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; float4 _BlitDecodeInstructions; static float4 fragment_uniform_buffer_0[136]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_128; float fragment_unnamed_129; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_38 = fragment_input_1.y < 0.0f; bool fragment_unnamed_39 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_45 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_46 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_53 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_58 = fragment_unnamed_53 + 0.0f; precise float fragment_unnamed_59 = fragment_unnamed_57 + 1.0f; fragment_unnamed_128 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_46) : (fragment_unnamed_39 ? asuint(fragment_unnamed_59) : asuint(fragment_unnamed_48))); fragment_unnamed_129 = asfloat(fragment_unnamed_38 ? asuint(fragment_unnamed_45) : (fragment_unnamed_39 ? asuint(fragment_unnamed_58) : asuint(fragment_unnamed_45))); } else { bool fragment_unnamed_74 = fragment_input_1.x < 1.0f; bool fragment_unnamed_75 = fragment_input_1.y < 0.0f; bool fragment_unnamed_76 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_79 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_82 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_79 + 1.0f; precise float fragment_unnamed_84 = fragment_unnamed_82 + 2.0f; precise float fragment_unnamed_86 = fragment_unnamed_79 + 2.0f; precise float fragment_unnamed_87 = fragment_unnamed_82 + 1.0f; precise float fragment_unnamed_96 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_99 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_100 = fragment_unnamed_96 + 1.0f; precise float fragment_unnamed_101 = fragment_unnamed_99 + 0.0f; precise float fragment_unnamed_112 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_113 = asuint(fragment_unnamed_112); precise float fragment_unnamed_114 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_115 = fragment_input_1.y + (-1.0f); fragment_unnamed_128 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_101) : asuint(fragment_unnamed_76 ? fragment_input_1.y : fragment_unnamed_84)) : (fragment_unnamed_75 ? asuint(fragment_unnamed_114) : (fragment_unnamed_76 ? asuint(fragment_unnamed_87) : asuint(fragment_unnamed_115)))); fragment_unnamed_129 = asfloat(fragment_unnamed_74 ? (fragment_unnamed_75 ? asuint(fragment_unnamed_100) : asuint(fragment_unnamed_76 ? fragment_input_1.x : fragment_unnamed_83)) : (fragment_unnamed_75 ? fragment_unnamed_113 : (fragment_unnamed_76 ? asuint(fragment_unnamed_86) : fragment_unnamed_113))); } float fragment_unnamed_131 = mad(fragment_unnamed_129, 2.0f, -1.0f); float fragment_unnamed_132 = mad(fragment_unnamed_128, 2.0f, -1.0f); precise float fragment_unnamed_135 = (-0.0f) - fragment_unnamed_131; precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_132; precise float fragment_unnamed_139 = (-0.0f) - ((fragment_unnamed_131 < 0.0f) ? fragment_unnamed_135 : fragment_unnamed_131); precise float fragment_unnamed_140 = fragment_unnamed_139 + 1.0f; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_132 < 0.0f) ? fragment_unnamed_136 : fragment_unnamed_132); precise float fragment_unnamed_142 = fragment_unnamed_141 + fragment_unnamed_140; precise float fragment_unnamed_143 = (-0.0f) - fragment_unnamed_142; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_147 = (-0.0f) - fragment_unnamed_144; precise float fragment_unnamed_150 = ((fragment_unnamed_131 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_131; precise float fragment_unnamed_151 = ((fragment_unnamed_132 >= 0.0f) ? fragment_unnamed_147 : fragment_unnamed_144) + fragment_unnamed_132; float fragment_unnamed_156 = rsqrt(dot(float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142), float3(fragment_unnamed_150, fragment_unnamed_151, fragment_unnamed_142))); precise float fragment_unnamed_157 = fragment_unnamed_156 * fragment_unnamed_150; precise float fragment_unnamed_158 = fragment_unnamed_156 * fragment_unnamed_151; precise float fragment_unnamed_159 = fragment_unnamed_156 * fragment_unnamed_142; float4 fragment_unnamed_167 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_157, fragment_unnamed_158, fragment_unnamed_159), fragment_uniform_buffer_0[133u].x); precise float fragment_unnamed_173 = fragment_unnamed_167.w + (-1.0f); precise float fragment_unnamed_184 = log2(max(mad(fragment_uniform_buffer_0[135u].w, fragment_unnamed_173, 1.0f), 0.0f)) * fragment_uniform_buffer_0[135u].y; precise float fragment_unnamed_189 = exp2(fragment_unnamed_184) * fragment_uniform_buffer_0[135u].x; precise float fragment_unnamed_190 = fragment_unnamed_167.x * fragment_unnamed_189; precise float fragment_unnamed_191 = fragment_unnamed_167.y * fragment_unnamed_189; precise float fragment_unnamed_192 = fragment_unnamed_167.z * fragment_unnamed_189; fragment_output_0.x = fragment_unnamed_190; fragment_output_0.y = fragment_unnamed_191; fragment_output_0.z = fragment_unnamed_192; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_uniform_buffer_0[135] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // BLIT_DECODE_HDR #endif // !STEREO_INSTANCING_ON #ifdef BLIT_DECODE_HDR #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; float4 _BlitDecodeInstructions; static float4 fragment_uniform_buffer_0[105]; TextureCube _BlitCubeTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float fragment_unnamed_130; float fragment_unnamed_131; if (fragment_input_1.x < 0.0f) { bool fragment_unnamed_40 = fragment_input_1.y < 0.0f; bool fragment_unnamed_41 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_47 = fragment_input_1.x + 1.0f; precise float fragment_unnamed_48 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_50 = fragment_input_1.y + (-1.0f); precise float fragment_unnamed_55 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_59 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_60 = fragment_unnamed_55 + 0.0f; precise float fragment_unnamed_61 = fragment_unnamed_59 + 1.0f; fragment_unnamed_130 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_48) : (fragment_unnamed_41 ? asuint(fragment_unnamed_61) : asuint(fragment_unnamed_50))); fragment_unnamed_131 = asfloat(fragment_unnamed_40 ? asuint(fragment_unnamed_47) : (fragment_unnamed_41 ? asuint(fragment_unnamed_60) : asuint(fragment_unnamed_47))); } else { bool fragment_unnamed_76 = fragment_input_1.x < 1.0f; bool fragment_unnamed_77 = fragment_input_1.y < 0.0f; bool fragment_unnamed_78 = fragment_input_1.y < 1.0f; precise float fragment_unnamed_81 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_84 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_85 = fragment_unnamed_81 + 1.0f; precise float fragment_unnamed_86 = fragment_unnamed_84 + 2.0f; precise float fragment_unnamed_88 = fragment_unnamed_81 + 2.0f; precise float fragment_unnamed_89 = fragment_unnamed_84 + 1.0f; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_1.x; precise float fragment_unnamed_101 = (-0.0f) - fragment_input_1.y; precise float fragment_unnamed_102 = fragment_unnamed_98 + 1.0f; precise float fragment_unnamed_103 = fragment_unnamed_101 + 0.0f; precise float fragment_unnamed_114 = fragment_input_1.x + (-1.0f); uint fragment_unnamed_115 = asuint(fragment_unnamed_114); precise float fragment_unnamed_116 = fragment_input_1.y + 1.0f; precise float fragment_unnamed_117 = fragment_input_1.y + (-1.0f); fragment_unnamed_130 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_103) : asuint(fragment_unnamed_78 ? fragment_input_1.y : fragment_unnamed_86)) : (fragment_unnamed_77 ? asuint(fragment_unnamed_116) : (fragment_unnamed_78 ? asuint(fragment_unnamed_89) : asuint(fragment_unnamed_117)))); fragment_unnamed_131 = asfloat(fragment_unnamed_76 ? (fragment_unnamed_77 ? asuint(fragment_unnamed_102) : asuint(fragment_unnamed_78 ? fragment_input_1.x : fragment_unnamed_85)) : (fragment_unnamed_77 ? fragment_unnamed_115 : (fragment_unnamed_78 ? asuint(fragment_unnamed_88) : fragment_unnamed_115))); } float fragment_unnamed_133 = mad(fragment_unnamed_131, 2.0f, -1.0f); float fragment_unnamed_134 = mad(fragment_unnamed_130, 2.0f, -1.0f); precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_133; precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_134; precise float fragment_unnamed_141 = (-0.0f) - ((fragment_unnamed_133 < 0.0f) ? fragment_unnamed_137 : fragment_unnamed_133); precise float fragment_unnamed_142 = fragment_unnamed_141 + 1.0f; precise float fragment_unnamed_143 = (-0.0f) - ((fragment_unnamed_134 < 0.0f) ? fragment_unnamed_138 : fragment_unnamed_134); precise float fragment_unnamed_144 = fragment_unnamed_143 + fragment_unnamed_142; precise float fragment_unnamed_145 = (-0.0f) - fragment_unnamed_144; float fragment_unnamed_146 = max(fragment_unnamed_145, 0.0f); precise float fragment_unnamed_149 = (-0.0f) - fragment_unnamed_146; precise float fragment_unnamed_152 = ((fragment_unnamed_133 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_133; precise float fragment_unnamed_153 = ((fragment_unnamed_134 >= 0.0f) ? fragment_unnamed_149 : fragment_unnamed_146) + fragment_unnamed_134; float fragment_unnamed_158 = rsqrt(dot(float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144), float3(fragment_unnamed_152, fragment_unnamed_153, fragment_unnamed_144))); precise float fragment_unnamed_159 = fragment_unnamed_158 * fragment_unnamed_152; precise float fragment_unnamed_160 = fragment_unnamed_158 * fragment_unnamed_153; precise float fragment_unnamed_161 = fragment_unnamed_158 * fragment_unnamed_144; float4 fragment_unnamed_169 = _BlitCubeTexture.SampleLevel(S0, float3(fragment_unnamed_159, fragment_unnamed_160, fragment_unnamed_161), fragment_uniform_buffer_0[102u].x); precise float fragment_unnamed_175 = fragment_unnamed_169.w + (-1.0f); precise float fragment_unnamed_186 = log2(max(mad(fragment_uniform_buffer_0[104u].w, fragment_unnamed_175, 1.0f), 0.0f)) * fragment_uniform_buffer_0[104u].y; precise float fragment_unnamed_191 = exp2(fragment_unnamed_186) * fragment_uniform_buffer_0[104u].x; precise float fragment_unnamed_192 = fragment_unnamed_169.x * fragment_unnamed_191; precise float fragment_unnamed_193 = fragment_unnamed_169.y * fragment_unnamed_191; precise float fragment_unnamed_194 = fragment_unnamed_169.z * fragment_unnamed_191; fragment_output_0.x = fragment_unnamed_192; fragment_output_0.y = fragment_unnamed_193; fragment_output_0.z = fragment_unnamed_194; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); fragment_uniform_buffer_0[104] = float4(_BlitDecodeInstructions[0], _BlitDecodeInstructions[1], _BlitDecodeInstructions[2], _BlitDecodeInstructions[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // BLIT_DECODE_HDR #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "BilinearDebugDraw" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1560098 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef _LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_44 = fragment_unnamed_42.x; float fragment_unnamed_45 = fragment_unnamed_42.y; float fragment_unnamed_46 = fragment_unnamed_42.z; precise float fragment_unnamed_55 = log2(abs(fragment_unnamed_44)) * 0.4166666567325592041015625f; precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45)) * 0.4166666567325592041015625f; precise float fragment_unnamed_58 = log2(abs(fragment_unnamed_46)) * 0.4166666567325592041015625f; precise float fragment_unnamed_72 = fragment_unnamed_44 * 12.92321014404296875f; precise float fragment_unnamed_74 = fragment_unnamed_45 * 12.92321014404296875f; precise float fragment_unnamed_75 = fragment_unnamed_46 * 12.92321014404296875f; fragment_output_0.w = fragment_unnamed_42.w; fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_44) ? fragment_unnamed_72 : mad(exp2(fragment_unnamed_55), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_45) ? fragment_unnamed_74 : mad(exp2(fragment_unnamed_57), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_46) ? fragment_unnamed_75 : mad(exp2(fragment_unnamed_58), 1.05499994754791259765625f, -0.054999999701976776123046875f); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _LINEAR_TO_SRGB_CONVERSION #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_49 = fragment_unnamed_46.x; float fragment_unnamed_50 = fragment_unnamed_46.y; float fragment_unnamed_51 = fragment_unnamed_46.z; precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_49)) * 0.4166666567325592041015625f; precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_50)) * 0.4166666567325592041015625f; precise float fragment_unnamed_63 = log2(abs(fragment_unnamed_51)) * 0.4166666567325592041015625f; precise float fragment_unnamed_77 = fragment_unnamed_49 * 12.92321014404296875f; precise float fragment_unnamed_79 = fragment_unnamed_50 * 12.92321014404296875f; precise float fragment_unnamed_80 = fragment_unnamed_51 * 12.92321014404296875f; fragment_output_0.w = fragment_unnamed_46.w; fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_49) ? fragment_unnamed_77 : mad(exp2(fragment_unnamed_60), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_50) ? fragment_unnamed_79 : mad(exp2(fragment_unnamed_62), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_51) ? fragment_unnamed_80 : mad(exp2(fragment_unnamed_63), 1.05499994754791259765625f, -0.054999999701976776123046875f); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _LINEAR_TO_SRGB_CONVERSION ENDHLSL } Pass { Name "NearestDebugDraw" Tags { "RenderPipeline" = "UniversalPipeline" } ZTest Always ZWrite Off Cull Off GpuProgramID 1575626 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); fragment_output_0.x = fragment_unnamed_42.x; fragment_output_0.y = fragment_unnamed_42.y; fragment_output_0.z = fragment_unnamed_42.z; fragment_output_0.w = fragment_unnamed_42.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef STEREO_INSTANCING_ON #ifndef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); fragment_output_0.x = fragment_unnamed_46.x; fragment_output_0.y = fragment_unnamed_46.y; fragment_output_0.z = fragment_unnamed_46.z; fragment_output_0.w = fragment_unnamed_46.w; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !_LINEAR_TO_SRGB_CONVERSION #ifdef _LINEAR_TO_SRGB_CONVERSION #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[134]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[133u].x); float fragment_unnamed_44 = fragment_unnamed_42.x; float fragment_unnamed_45 = fragment_unnamed_42.y; float fragment_unnamed_46 = fragment_unnamed_42.z; precise float fragment_unnamed_55 = log2(abs(fragment_unnamed_44)) * 0.4166666567325592041015625f; precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45)) * 0.4166666567325592041015625f; precise float fragment_unnamed_58 = log2(abs(fragment_unnamed_46)) * 0.4166666567325592041015625f; precise float fragment_unnamed_72 = fragment_unnamed_44 * 12.92321014404296875f; precise float fragment_unnamed_74 = fragment_unnamed_45 * 12.92321014404296875f; precise float fragment_unnamed_75 = fragment_unnamed_46 * 12.92321014404296875f; fragment_output_0.w = fragment_unnamed_42.w; fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_44) ? fragment_unnamed_72 : mad(exp2(fragment_unnamed_55), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_45) ? fragment_unnamed_74 : mad(exp2(fragment_unnamed_57), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_46) ? fragment_unnamed_75 : mad(exp2(fragment_unnamed_58), 1.05499994754791259765625f, -0.054999999701976776123046875f); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[133] = float4(_BlitMipLevel, fragment_uniform_buffer_0[133][1], fragment_uniform_buffer_0[133][2], fragment_uniform_buffer_0[133][3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // _LINEAR_TO_SRGB_CONVERSION #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef _LINEAR_TO_SRGB_CONVERSION #define ANY_SHADER_VARIANT_ACTIVE float _BlitMipLevel; static float4 fragment_uniform_buffer_0[103]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[102u].x); float fragment_unnamed_49 = fragment_unnamed_46.x; float fragment_unnamed_50 = fragment_unnamed_46.y; float fragment_unnamed_51 = fragment_unnamed_46.z; precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_49)) * 0.4166666567325592041015625f; precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_50)) * 0.4166666567325592041015625f; precise float fragment_unnamed_63 = log2(abs(fragment_unnamed_51)) * 0.4166666567325592041015625f; precise float fragment_unnamed_77 = fragment_unnamed_49 * 12.92321014404296875f; precise float fragment_unnamed_79 = fragment_unnamed_50 * 12.92321014404296875f; precise float fragment_unnamed_80 = fragment_unnamed_51 * 12.92321014404296875f; fragment_output_0.w = fragment_unnamed_46.w; fragment_output_0.x = (0.003130800090730190277099609375f >= fragment_unnamed_49) ? fragment_unnamed_77 : mad(exp2(fragment_unnamed_60), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.y = (0.003130800090730190277099609375f >= fragment_unnamed_50) ? fragment_unnamed_79 : mad(exp2(fragment_unnamed_62), 1.05499994754791259765625f, -0.054999999701976776123046875f); fragment_output_0.z = (0.003130800090730190277099609375f >= fragment_unnamed_51) ? fragment_unnamed_80 : mad(exp2(fragment_unnamed_63), 1.05499994754791259765625f, -0.054999999701976776123046875f); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[102] = float4(_BlitMipLevel, fragment_uniform_buffer_0[102][1], fragment_uniform_buffer_0[102][2], fragment_uniform_buffer_0[102][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // _LINEAR_TO_SRGB_CONVERSION ENDHLSL } } }