Shader "TextMeshPro/Mobile/Distance Field" { Properties { _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 _WeightNormal ("Weight Normal", Float) = 0 _WeightBold ("Weight Bold", Float) = 0.5 _ShaderFlags ("Flags", Float) = 0 _ScaleRatioA ("Scale RatioA", Float) = 1 _ScaleRatioB ("Scale RatioB", Float) = 1 _ScaleRatioC ("Scale RatioC", Float) = 1 _MainTex ("Font Atlas", 2D) = "white" {} _TextureWidth ("Texture Width", Float) = 512 _TextureHeight ("Texture Height", Float) = 512 _GradientScale ("Gradient Scale", Float) = 5 _ScaleX ("Scale X", Float) = 1 _ScaleY ("Scale Y", Float) = 1 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _Sharpness ("Sharpness", Range(-1, 1)) = 0 _VertexOffsetX ("Vertex OffsetX", Float) = 0 _VertexOffsetY ("Vertex OffsetY", Float) = 0 _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) _MaskSoftnessX ("Mask SoftnessX", Float) = 0 _MaskSoftnessY ("Mask SoftnessY", Float) = 0 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _CullMode ("Cull Mode", Float) = 0 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Pass { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha ColorMask 0 ZWrite Off Cull Off Stencil { ReadMask 0 WriteMask 0 Comp [Disabled] Pass Keep Fail Keep ZFail Keep } Fog { Mode Off } GpuProgramID 31878 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ OUTLINE_ON #pragma multi_compile _ STEREO_INSTANCING_ON #pragma multi_compile _ UNDERLAY_ON #pragma multi_compile _ UNITY_UI_ALPHACLIP #pragma multi_compile _ UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNDERLAY_ON #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // UNDERLAY_ON #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifndef OUTLINE_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // !OUTLINE_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #ifdef OUTLINE_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_70 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_74 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_81 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_82 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_83 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_84 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_91 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_92 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_93 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_94 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_95 = vertex_unnamed_81 + vertex_unnamed_91; precise float vertex_unnamed_96 = vertex_unnamed_82 + vertex_unnamed_92; precise float vertex_unnamed_97 = vertex_unnamed_83 + vertex_unnamed_93; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_105 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_106 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_107 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_109 = vertex_unnamed_95 + vertex_unnamed_105; precise float vertex_unnamed_110 = vertex_unnamed_96 + vertex_unnamed_106; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_119 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_121 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_123 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_124 = vertex_unnamed_109 + vertex_unnamed_119; precise float vertex_unnamed_125 = vertex_unnamed_110 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_111 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_123; precise float vertex_unnamed_135 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_136 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_137 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_138 = vertex_unnamed_124 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_146 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_147 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_148 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_149 = vertex_unnamed_125 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_150 = vertex_unnamed_135 + vertex_unnamed_146; precise float vertex_unnamed_151 = vertex_unnamed_136 + vertex_unnamed_147; precise float vertex_unnamed_152 = vertex_unnamed_137 + vertex_unnamed_148; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_161 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_162 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_163 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_164 = vertex_unnamed_126 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_165 = vertex_unnamed_150 + vertex_unnamed_161; precise float vertex_unnamed_166 = vertex_unnamed_151 + vertex_unnamed_162; precise float vertex_unnamed_167 = vertex_unnamed_152 + vertex_unnamed_163; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_176 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_177 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_178 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_179 = vertex_unnamed_127 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_180 = vertex_unnamed_176 + vertex_unnamed_165; precise float vertex_unnamed_181 = vertex_unnamed_177 + vertex_unnamed_166; precise float vertex_unnamed_182 = vertex_unnamed_178 + vertex_unnamed_167; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_193 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_194 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_202 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_203 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_204 = vertex_unnamed_193 + vertex_unnamed_202; precise float vertex_unnamed_205 = vertex_unnamed_194 + vertex_unnamed_203; precise float vertex_unnamed_206 = (-0.0f) - vertex_unnamed_204; precise float vertex_unnamed_208 = (-0.0f) - vertex_unnamed_205; precise float vertex_unnamed_217 = max(vertex_unnamed_204, vertex_unnamed_206) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_218 = max(vertex_unnamed_205, vertex_unnamed_208) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_219 = vertex_unnamed_183 / vertex_unnamed_217; precise float vertex_unnamed_220 = vertex_unnamed_183 / vertex_unnamed_218; precise float vertex_unnamed_227 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_234 = max(vertex_unnamed_227, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_239 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_240 = vertex_unnamed_239 * vertex_unnamed_234; precise float vertex_unnamed_241 = rsqrt(dot(float2(vertex_unnamed_219, vertex_unnamed_220), float2(vertex_unnamed_219, vertex_unnamed_220))) * vertex_unnamed_240; float vertex_unnamed_361; float vertex_unnamed_362; float vertex_unnamed_363; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_247 = (-0.0f) - vertex_unnamed_241; precise float vertex_unnamed_252 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_253 = 1.0f + vertex_unnamed_252; precise float vertex_unnamed_254 = vertex_unnamed_253 * max(vertex_unnamed_241, vertex_unnamed_247); float vertex_unnamed_267 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_275 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_283 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_289 = rsqrt(dot(float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283), float3(vertex_unnamed_267, vertex_unnamed_275, vertex_unnamed_283))); precise float vertex_unnamed_290 = vertex_unnamed_289 * vertex_unnamed_267; precise float vertex_unnamed_291 = vertex_unnamed_289 * vertex_unnamed_275; precise float vertex_unnamed_292 = vertex_unnamed_289 * vertex_unnamed_283; precise float vertex_unnamed_298 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_299 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_300 = vertex_unnamed_70 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_306 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_307 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_308 = vertex_unnamed_74 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_309 = vertex_unnamed_298 + vertex_unnamed_306; precise float vertex_unnamed_310 = vertex_unnamed_299 + vertex_unnamed_307; precise float vertex_unnamed_311 = vertex_unnamed_300 + vertex_unnamed_308; precise float vertex_unnamed_317 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_318 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_319 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_320 = vertex_unnamed_309 + vertex_unnamed_317; precise float vertex_unnamed_321 = vertex_unnamed_310 + vertex_unnamed_318; precise float vertex_unnamed_322 = vertex_unnamed_311 + vertex_unnamed_319; precise float vertex_unnamed_328 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_329 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_330 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_331 = vertex_unnamed_328 + vertex_unnamed_320; precise float vertex_unnamed_332 = vertex_unnamed_329 + vertex_unnamed_321; precise float vertex_unnamed_333 = vertex_unnamed_330 + vertex_unnamed_322; precise float vertex_unnamed_334 = (-0.0f) - vertex_unnamed_331; precise float vertex_unnamed_335 = (-0.0f) - vertex_unnamed_332; precise float vertex_unnamed_336 = (-0.0f) - vertex_unnamed_333; precise float vertex_unnamed_342 = vertex_unnamed_334 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_343 = vertex_unnamed_335 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_344 = vertex_unnamed_336 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_348 = rsqrt(dot(float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344), float3(vertex_unnamed_342, vertex_unnamed_343, vertex_unnamed_344))); precise float vertex_unnamed_349 = vertex_unnamed_342 * vertex_unnamed_348; precise float vertex_unnamed_350 = vertex_unnamed_343 * vertex_unnamed_348; precise float vertex_unnamed_351 = vertex_unnamed_344 * vertex_unnamed_348; float vertex_unnamed_352 = dot(float3(vertex_unnamed_290, vertex_unnamed_291, vertex_unnamed_292), float3(vertex_unnamed_349, vertex_unnamed_350, vertex_unnamed_351)); precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_254; precise float vertex_unnamed_358 = vertex_unnamed_241 + vertex_unnamed_357; precise float vertex_unnamed_359 = vertex_unnamed_358 * max(vertex_unnamed_355, vertex_unnamed_352); precise float vertex_unnamed_360 = vertex_unnamed_359 + vertex_unnamed_254; vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_360; } else { vertex_unnamed_361 = vertex_unnamed_70; vertex_unnamed_362 = vertex_unnamed_74; vertex_unnamed_363 = vertex_unnamed_241; } precise float vertex_unnamed_368 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_372 = vertex_unnamed_368 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_373 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_372; precise float vertex_unnamed_377 = vertex_unnamed_373 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_378 = vertex_unnamed_377 / 4.0f; precise float vertex_unnamed_383 = vertex_unnamed_378 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_387 = vertex_unnamed_383 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_388 = vertex_unnamed_387 * 0.5f; precise float vertex_unnamed_396 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_397 = vertex_unnamed_363 * vertex_unnamed_396; precise float vertex_unnamed_398 = vertex_unnamed_397 + 1.0f; precise float vertex_unnamed_399 = vertex_unnamed_363 / vertex_unnamed_398; precise float vertex_unnamed_400 = (-0.0f) - vertex_unnamed_388; precise float vertex_unnamed_401 = vertex_unnamed_400 + 0.5f; precise float vertex_unnamed_402 = vertex_unnamed_399 * vertex_unnamed_401; precise float vertex_unnamed_405 = asfloat(3204448256u) + vertex_unnamed_402; precise float vertex_unnamed_412 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_413 = vertex_unnamed_412 * 0.5f; precise float vertex_unnamed_414 = vertex_unnamed_399 * vertex_unnamed_413; float vertex_unnamed_511; float vertex_unnamed_512; float vertex_unnamed_513; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_436 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_437 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_438 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_443 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_444 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_445 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_446 = vertex_unnamed_436 + vertex_unnamed_443; precise float vertex_unnamed_447 = vertex_unnamed_437 + vertex_unnamed_444; precise float vertex_unnamed_448 = vertex_unnamed_438 + vertex_unnamed_445; precise float vertex_unnamed_453 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_454 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_455 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_460 = vertex_unnamed_453 + asfloat(1060933829u); precise float vertex_unnamed_461 = vertex_unnamed_454 + asfloat(1060933829u); precise float vertex_unnamed_462 = vertex_unnamed_455 + asfloat(1060933829u); precise float vertex_unnamed_463 = vertex_input_2.x * vertex_unnamed_460; precise float vertex_unnamed_464 = vertex_input_2.y * vertex_unnamed_461; precise float vertex_unnamed_465 = vertex_input_2.z * vertex_unnamed_462; precise float vertex_unnamed_470 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_472 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_475 = vertex_unnamed_465 + vertex_unnamed_472; precise float vertex_unnamed_476 = vertex_input_2.x * vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_input_2.y * vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_input_2.z * vertex_unnamed_475; precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(995198018u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(995198018u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(995198018u); vertex_unnamed_511 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_446) : asuint(vertex_unnamed_483)); vertex_unnamed_512 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_447) : asuint(vertex_unnamed_484)); vertex_unnamed_513 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_448) : asuint(vertex_unnamed_485)); } else { vertex_unnamed_511 = vertex_input_2.x; vertex_unnamed_512 = vertex_input_2.y; vertex_unnamed_513 = vertex_input_2.z; } precise float vertex_unnamed_522 = vertex_unnamed_511 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_523 = vertex_unnamed_512 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_524 = vertex_unnamed_513 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_525 = vertex_input_2.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_526 = vertex_unnamed_525 * vertex_unnamed_522; precise float vertex_unnamed_527 = vertex_unnamed_525 * vertex_unnamed_523; precise float vertex_unnamed_528 = vertex_unnamed_525 * vertex_unnamed_524; uint4 vertex_unnamed_531 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_540 = vertex_input_2.w * asfloat(vertex_unnamed_531.w); precise float vertex_unnamed_541 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.x); precise float vertex_unnamed_542 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.y); precise float vertex_unnamed_543 = vertex_unnamed_540 * asfloat(vertex_unnamed_531.z); precise float vertex_unnamed_544 = 2.0f * vertex_unnamed_414; float vertex_unnamed_547 = sqrt(min(vertex_unnamed_544, 1.0f)); precise float vertex_unnamed_548 = (-0.0f) - vertex_unnamed_526; precise float vertex_unnamed_549 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_525; precise float vertex_unnamed_552 = vertex_unnamed_541 + vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_542 + vertex_unnamed_549; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_540 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_547 * vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_547 * vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_547 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_547 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_556 + vertex_unnamed_526; precise float vertex_unnamed_561 = vertex_unnamed_557 + vertex_unnamed_527; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_525; float vertex_unnamed_576 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_578 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_579 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_580 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_581 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_582 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_581 + vertex_unnamed_361; precise float vertex_unnamed_584 = vertex_unnamed_582 + vertex_unnamed_362; precise float vertex_unnamed_585 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_586 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_unnamed_579 + vertex_unnamed_585; precise float vertex_unnamed_588 = vertex_unnamed_580 + vertex_unnamed_586; precise float vertex_unnamed_589 = vertex_unnamed_583 / vertex_unnamed_587; precise float vertex_unnamed_590 = vertex_unnamed_584 / vertex_unnamed_588; precise float vertex_unnamed_595 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_596 = vertex_unnamed_595 + vertex_unnamed_405; precise float vertex_unnamed_597 = vertex_unnamed_414 + vertex_unnamed_405; precise float vertex_unnamed_613 = 2.0f * vertex_unnamed_361; precise float vertex_unnamed_614 = 2.0f * vertex_unnamed_362; precise float vertex_unnamed_615 = (-0.0f) - vertex_unnamed_576; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_578; precise float vertex_unnamed_617 = vertex_unnamed_613 + vertex_unnamed_615; precise float vertex_unnamed_618 = vertex_unnamed_614 + vertex_unnamed_616; precise float vertex_unnamed_619 = (-0.0f) - vertex_unnamed_579; precise float vertex_unnamed_620 = (-0.0f) - vertex_unnamed_580; precise float vertex_unnamed_621 = vertex_unnamed_617 + vertex_unnamed_619; precise float vertex_unnamed_622 = vertex_unnamed_618 + vertex_unnamed_620; precise float vertex_unnamed_626 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_627 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_628 = vertex_unnamed_219 + vertex_unnamed_626; precise float vertex_unnamed_629 = vertex_unnamed_220 + vertex_unnamed_627; precise float vertex_unnamed_630 = 0.25f / vertex_unnamed_628; precise float vertex_unnamed_632 = 0.25f / vertex_unnamed_629; gl_Position.x = vertex_unnamed_180; gl_Position.y = vertex_unnamed_181; gl_Position.z = vertex_unnamed_182; gl_Position.w = vertex_unnamed_183; vertex_output_1.x = vertex_unnamed_526; vertex_output_1.y = vertex_unnamed_527; vertex_output_1.z = vertex_unnamed_528; vertex_output_1.w = vertex_unnamed_525; vertex_output_2.x = vertex_unnamed_560; vertex_output_2.y = vertex_unnamed_561; vertex_output_2.z = vertex_unnamed_562; vertex_output_2.w = vertex_unnamed_563; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_589; vertex_output_3.w = vertex_unnamed_590; vertex_output_4.x = vertex_unnamed_399; vertex_output_4.y = vertex_unnamed_596; vertex_output_4.z = vertex_unnamed_597; vertex_output_4.w = vertex_unnamed_405; vertex_output_5.x = vertex_unnamed_621; vertex_output_5.y = vertex_unnamed_622; vertex_output_5.z = vertex_unnamed_630; vertex_output_5.w = vertex_unnamed_632; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _FaceColor; float _FaceDilate; float _OutlineSoftness; float4 _OutlineColor; float _OutlineWidth; float _WeightNormal; float _WeightBold; float _ScaleRatioA; float _VertexOffsetX; float _VertexOffsetY; float4 _ClipRect; float _MaskSoftnessX; float _MaskSoftnessY; float _GradientScale; float _ScaleX; float _ScaleY; float _PerspectiveFilter; float _Sharpness; float _UIMaskSoftnessX; float _UIMaskSoftnessY; int _UIVertexColorAlwaysGammaSpace; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_54 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_84 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_88 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_89 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_97 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_98 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_99 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_100 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_107 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_108 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_109 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_110 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_111 = vertex_unnamed_97 + vertex_unnamed_107; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_121 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_122 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_123 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_125 = vertex_unnamed_111 + vertex_unnamed_121; precise float vertex_unnamed_126 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_127 = vertex_unnamed_113 + vertex_unnamed_123; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_135 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_137 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_139 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_140 = vertex_unnamed_125 + vertex_unnamed_135; precise float vertex_unnamed_141 = vertex_unnamed_126 + vertex_unnamed_137; precise float vertex_unnamed_142 = vertex_unnamed_127 + vertex_unnamed_138; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_139; uint vertex_unnamed_144 = vertex_unnamed_89 + 24u; precise float vertex_unnamed_152 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].x; precise float vertex_unnamed_153 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].y; precise float vertex_unnamed_154 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].z; precise float vertex_unnamed_155 = vertex_unnamed_140 * vertex_uniform_buffer_3[vertex_unnamed_144].w; uint vertex_unnamed_156 = vertex_unnamed_89 + 25u; precise float vertex_unnamed_164 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].x; precise float vertex_unnamed_165 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].y; precise float vertex_unnamed_166 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].z; precise float vertex_unnamed_167 = vertex_unnamed_141 * vertex_uniform_buffer_3[vertex_unnamed_156].w; precise float vertex_unnamed_168 = vertex_unnamed_152 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_153 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_154 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; uint vertex_unnamed_172 = vertex_unnamed_89 + 26u; precise float vertex_unnamed_180 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].x; precise float vertex_unnamed_181 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].y; precise float vertex_unnamed_182 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].z; precise float vertex_unnamed_183 = vertex_unnamed_142 * vertex_uniform_buffer_3[vertex_unnamed_172].w; precise float vertex_unnamed_184 = vertex_unnamed_168 + vertex_unnamed_180; precise float vertex_unnamed_185 = vertex_unnamed_169 + vertex_unnamed_181; precise float vertex_unnamed_186 = vertex_unnamed_170 + vertex_unnamed_182; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; uint vertex_unnamed_188 = vertex_unnamed_89 + 27u; precise float vertex_unnamed_196 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].x; precise float vertex_unnamed_197 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].y; precise float vertex_unnamed_198 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].z; precise float vertex_unnamed_199 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_188].w; precise float vertex_unnamed_200 = vertex_unnamed_196 + vertex_unnamed_184; precise float vertex_unnamed_201 = vertex_unnamed_197 + vertex_unnamed_185; precise float vertex_unnamed_202 = vertex_unnamed_198 + vertex_unnamed_186; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; uint vertex_unnamed_204 = vertex_unnamed_54 * 4u; precise float vertex_unnamed_213 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].x; precise float vertex_unnamed_214 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_204].y; uint vertex_unnamed_218 = vertex_unnamed_204 + 1u; precise float vertex_unnamed_223 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].x; precise float vertex_unnamed_224 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_218].y; precise float vertex_unnamed_225 = vertex_unnamed_213 + vertex_unnamed_223; precise float vertex_unnamed_226 = vertex_unnamed_214 + vertex_unnamed_224; precise float vertex_unnamed_227 = (-0.0f) - vertex_unnamed_225; precise float vertex_unnamed_229 = (-0.0f) - vertex_unnamed_226; precise float vertex_unnamed_238 = max(vertex_unnamed_225, vertex_unnamed_227) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_239 = max(vertex_unnamed_226, vertex_unnamed_229) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_240 = vertex_unnamed_203 / vertex_unnamed_238; precise float vertex_unnamed_241 = vertex_unnamed_203 / vertex_unnamed_239; precise float vertex_unnamed_248 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_255 = max(vertex_unnamed_248, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_260 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_261 = vertex_unnamed_260 * vertex_unnamed_255; precise float vertex_unnamed_262 = rsqrt(dot(float2(vertex_unnamed_240, vertex_unnamed_241), float2(vertex_unnamed_240, vertex_unnamed_241))) * vertex_unnamed_261; float vertex_unnamed_384; float vertex_unnamed_385; float vertex_unnamed_386; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_54 * 4u) + 3u].w) { precise float vertex_unnamed_269 = (-0.0f) - vertex_unnamed_262; precise float vertex_unnamed_274 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_275 = 1.0f + vertex_unnamed_274; precise float vertex_unnamed_276 = vertex_unnamed_275 * max(vertex_unnamed_262, vertex_unnamed_269); float vertex_unnamed_288 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_296 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_304 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_310 = rsqrt(dot(float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304), float3(vertex_unnamed_288, vertex_unnamed_296, vertex_unnamed_304))); precise float vertex_unnamed_311 = vertex_unnamed_310 * vertex_unnamed_288; precise float vertex_unnamed_312 = vertex_unnamed_310 * vertex_unnamed_296; precise float vertex_unnamed_313 = vertex_unnamed_310 * vertex_unnamed_304; precise float vertex_unnamed_319 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_320 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_321 = vertex_unnamed_84 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_327 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_328 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_329 = vertex_unnamed_88 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_330 = vertex_unnamed_319 + vertex_unnamed_327; precise float vertex_unnamed_331 = vertex_unnamed_320 + vertex_unnamed_328; precise float vertex_unnamed_332 = vertex_unnamed_321 + vertex_unnamed_329; precise float vertex_unnamed_338 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_339 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_340 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_341 = vertex_unnamed_330 + vertex_unnamed_338; precise float vertex_unnamed_342 = vertex_unnamed_331 + vertex_unnamed_339; precise float vertex_unnamed_343 = vertex_unnamed_332 + vertex_unnamed_340; precise float vertex_unnamed_349 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_350 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_351 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_352 = vertex_unnamed_341 + vertex_unnamed_349; precise float vertex_unnamed_353 = vertex_unnamed_342 + vertex_unnamed_350; precise float vertex_unnamed_354 = vertex_unnamed_343 + vertex_unnamed_351; precise float vertex_unnamed_355 = (-0.0f) - vertex_unnamed_352; precise float vertex_unnamed_356 = (-0.0f) - vertex_unnamed_353; precise float vertex_unnamed_357 = (-0.0f) - vertex_unnamed_354; uint vertex_unnamed_358 = vertex_unnamed_54 + 64u; precise float vertex_unnamed_365 = vertex_unnamed_355 + vertex_uniform_buffer_3[vertex_unnamed_358].x; precise float vertex_unnamed_366 = vertex_unnamed_356 + vertex_uniform_buffer_3[vertex_unnamed_358].y; precise float vertex_unnamed_367 = vertex_unnamed_357 + vertex_uniform_buffer_3[vertex_unnamed_358].z; float vertex_unnamed_371 = rsqrt(dot(float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367), float3(vertex_unnamed_365, vertex_unnamed_366, vertex_unnamed_367))); precise float vertex_unnamed_372 = vertex_unnamed_371 * vertex_unnamed_365; precise float vertex_unnamed_373 = vertex_unnamed_371 * vertex_unnamed_366; precise float vertex_unnamed_374 = vertex_unnamed_371 * vertex_unnamed_367; float vertex_unnamed_375 = dot(float3(vertex_unnamed_311, vertex_unnamed_312, vertex_unnamed_313), float3(vertex_unnamed_372, vertex_unnamed_373, vertex_unnamed_374)); precise float vertex_unnamed_378 = (-0.0f) - vertex_unnamed_375; precise float vertex_unnamed_380 = (-0.0f) - vertex_unnamed_276; precise float vertex_unnamed_381 = vertex_unnamed_262 + vertex_unnamed_380; precise float vertex_unnamed_382 = vertex_unnamed_381 * max(vertex_unnamed_378, vertex_unnamed_375); precise float vertex_unnamed_383 = vertex_unnamed_382 + vertex_unnamed_276; vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_383; } else { vertex_unnamed_384 = vertex_unnamed_84; vertex_unnamed_385 = vertex_unnamed_88; vertex_unnamed_386 = vertex_unnamed_262; } precise float vertex_unnamed_391 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_395 = vertex_unnamed_391 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_396 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_395; precise float vertex_unnamed_400 = vertex_unnamed_396 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_401 = vertex_unnamed_400 / 4.0f; precise float vertex_unnamed_406 = vertex_unnamed_401 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_410 = vertex_unnamed_406 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_411 = vertex_unnamed_410 * 0.5f; precise float vertex_unnamed_419 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_420 = vertex_unnamed_386 * vertex_unnamed_419; precise float vertex_unnamed_421 = vertex_unnamed_420 + 1.0f; precise float vertex_unnamed_422 = vertex_unnamed_386 / vertex_unnamed_421; precise float vertex_unnamed_423 = (-0.0f) - vertex_unnamed_411; precise float vertex_unnamed_424 = vertex_unnamed_423 + 0.5f; precise float vertex_unnamed_425 = vertex_unnamed_422 * vertex_unnamed_424; precise float vertex_unnamed_428 = asfloat(3204448256u) + vertex_unnamed_425; precise float vertex_unnamed_435 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_436 = vertex_unnamed_435 * 0.5f; precise float vertex_unnamed_437 = vertex_unnamed_422 * vertex_unnamed_436; float vertex_unnamed_534; float vertex_unnamed_535; float vertex_unnamed_536; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_459 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_460 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_461 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_466 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_467 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_468 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_469 = vertex_unnamed_459 + vertex_unnamed_466; precise float vertex_unnamed_470 = vertex_unnamed_460 + vertex_unnamed_467; precise float vertex_unnamed_471 = vertex_unnamed_461 + vertex_unnamed_468; precise float vertex_unnamed_476 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_477 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_478 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_483 = vertex_unnamed_476 + asfloat(1060933829u); precise float vertex_unnamed_484 = vertex_unnamed_477 + asfloat(1060933829u); precise float vertex_unnamed_485 = vertex_unnamed_478 + asfloat(1060933829u); precise float vertex_unnamed_486 = vertex_input_3.x * vertex_unnamed_483; precise float vertex_unnamed_487 = vertex_input_3.y * vertex_unnamed_484; precise float vertex_unnamed_488 = vertex_input_3.z * vertex_unnamed_485; precise float vertex_unnamed_493 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_494 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_495 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_496 = vertex_unnamed_486 + vertex_unnamed_493; precise float vertex_unnamed_497 = vertex_unnamed_487 + vertex_unnamed_494; precise float vertex_unnamed_498 = vertex_unnamed_488 + vertex_unnamed_495; precise float vertex_unnamed_499 = vertex_input_3.x * vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_input_3.y * vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_input_3.z * vertex_unnamed_498; precise float vertex_unnamed_506 = vertex_unnamed_499 + asfloat(995198018u); precise float vertex_unnamed_507 = vertex_unnamed_500 + asfloat(995198018u); precise float vertex_unnamed_508 = vertex_unnamed_501 + asfloat(995198018u); vertex_unnamed_534 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_469) : asuint(vertex_unnamed_506)); vertex_unnamed_535 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_470) : asuint(vertex_unnamed_507)); vertex_unnamed_536 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_471) : asuint(vertex_unnamed_508)); } else { vertex_unnamed_534 = vertex_input_3.x; vertex_unnamed_535 = vertex_input_3.y; vertex_unnamed_536 = vertex_input_3.z; } precise float vertex_unnamed_545 = vertex_unnamed_534 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_546 = vertex_unnamed_535 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_547 = vertex_unnamed_536 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_548 = vertex_input_3.w * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_549 = vertex_unnamed_548 * vertex_unnamed_545; precise float vertex_unnamed_550 = vertex_unnamed_548 * vertex_unnamed_546; precise float vertex_unnamed_551 = vertex_unnamed_548 * vertex_unnamed_547; uint4 vertex_unnamed_554 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_563 = vertex_input_3.w * asfloat(vertex_unnamed_554.w); precise float vertex_unnamed_564 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.x); precise float vertex_unnamed_565 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.y); precise float vertex_unnamed_566 = vertex_unnamed_563 * asfloat(vertex_unnamed_554.z); precise float vertex_unnamed_567 = 2.0f * vertex_unnamed_437; float vertex_unnamed_570 = sqrt(min(vertex_unnamed_567, 1.0f)); precise float vertex_unnamed_571 = (-0.0f) - vertex_unnamed_549; precise float vertex_unnamed_572 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_548; precise float vertex_unnamed_575 = vertex_unnamed_564 + vertex_unnamed_571; precise float vertex_unnamed_576 = vertex_unnamed_565 + vertex_unnamed_572; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_563 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_570 * vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_570 * vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_570 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_570 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_579 + vertex_unnamed_549; precise float vertex_unnamed_584 = vertex_unnamed_580 + vertex_unnamed_550; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_548; float vertex_unnamed_598 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_600 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_601 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_602 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_603 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_604 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_605 = vertex_unnamed_603 + vertex_unnamed_384; precise float vertex_unnamed_606 = vertex_unnamed_604 + vertex_unnamed_385; precise float vertex_unnamed_607 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_608 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_609 = vertex_unnamed_607 + vertex_unnamed_601; precise float vertex_unnamed_610 = vertex_unnamed_608 + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_unnamed_605 / vertex_unnamed_609; precise float vertex_unnamed_612 = vertex_unnamed_606 / vertex_unnamed_610; precise float vertex_unnamed_617 = (-0.0f) - vertex_unnamed_437; precise float vertex_unnamed_618 = vertex_unnamed_617 + vertex_unnamed_428; precise float vertex_unnamed_619 = vertex_unnamed_437 + vertex_unnamed_428; precise float vertex_unnamed_634 = 2.0f * vertex_unnamed_384; precise float vertex_unnamed_635 = 2.0f * vertex_unnamed_385; precise float vertex_unnamed_636 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_637 = (-0.0f) - vertex_unnamed_600; precise float vertex_unnamed_638 = vertex_unnamed_634 + vertex_unnamed_636; precise float vertex_unnamed_639 = vertex_unnamed_635 + vertex_unnamed_637; precise float vertex_unnamed_640 = (-0.0f) - vertex_unnamed_601; precise float vertex_unnamed_641 = (-0.0f) - vertex_unnamed_602; precise float vertex_unnamed_642 = vertex_unnamed_638 + vertex_unnamed_640; precise float vertex_unnamed_643 = vertex_unnamed_639 + vertex_unnamed_641; precise float vertex_unnamed_647 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_648 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_649 = vertex_unnamed_240 + vertex_unnamed_647; precise float vertex_unnamed_650 = vertex_unnamed_241 + vertex_unnamed_648; precise float vertex_unnamed_651 = 0.25f / vertex_unnamed_649; precise float vertex_unnamed_653 = 0.25f / vertex_unnamed_650; gl_Position.x = vertex_unnamed_200; gl_Position.y = vertex_unnamed_201; gl_Position.z = vertex_unnamed_202; gl_Position.w = vertex_unnamed_203; vertex_output_2.x = vertex_unnamed_549; vertex_output_2.y = vertex_unnamed_550; vertex_output_2.z = vertex_unnamed_551; vertex_output_2.w = vertex_unnamed_548; vertex_output_3.x = vertex_unnamed_583; vertex_output_3.y = vertex_unnamed_584; vertex_output_3.z = vertex_unnamed_585; vertex_output_3.w = vertex_unnamed_586; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_611; vertex_output_4.w = vertex_unnamed_612; vertex_output_5.x = vertex_unnamed_422; vertex_output_5.y = vertex_unnamed_618; vertex_output_5.z = vertex_unnamed_619; vertex_output_5.w = vertex_unnamed_428; vertex_output_6.x = vertex_unnamed_642; vertex_output_6.y = vertex_unnamed_643; vertex_output_6.z = vertex_unnamed_651; vertex_output_6.w = vertex_unnamed_653; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_54); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[3] = float4(_FaceColor[0], _FaceColor[1], _FaceColor[2], _FaceColor[3]); vertex_uniform_buffer_0[4] = float4(_FaceDilate, vertex_uniform_buffer_0[4][1], vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[4] = float4(vertex_uniform_buffer_0[4][0], _OutlineSoftness, vertex_uniform_buffer_0[4][2], vertex_uniform_buffer_0[4][3]); vertex_uniform_buffer_0[5] = float4(_OutlineColor[0], _OutlineColor[1], _OutlineColor[2], _OutlineColor[3]); vertex_uniform_buffer_0[6] = float4(_OutlineWidth, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], _WeightNormal, vertex_uniform_buffer_0[22][2], vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], _WeightBold, vertex_uniform_buffer_0[22][3]); vertex_uniform_buffer_0[22] = float4(vertex_uniform_buffer_0[22][0], vertex_uniform_buffer_0[22][1], vertex_uniform_buffer_0[22][2], _ScaleRatioA); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], _VertexOffsetX, vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], vertex_uniform_buffer_0[23][1], vertex_uniform_buffer_0[23][2], _VertexOffsetY); vertex_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); vertex_uniform_buffer_0[27] = float4(_MaskSoftnessX, vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], _MaskSoftnessY, vertex_uniform_buffer_0[27][2], vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[28] = float4(_GradientScale, vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], _ScaleX, vertex_uniform_buffer_0[28][2], vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], _ScaleY, vertex_uniform_buffer_0[28][3]); vertex_uniform_buffer_0[28] = float4(vertex_uniform_buffer_0[28][0], vertex_uniform_buffer_0[28][1], vertex_uniform_buffer_0[28][2], _PerspectiveFilter); vertex_uniform_buffer_0[29] = float4(_Sharpness, vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], _UIMaskSoftnessX, vertex_uniform_buffer_0[29][2], vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], _UIMaskSoftnessY, vertex_uniform_buffer_0[29][3]); vertex_uniform_buffer_0[29] = float4(vertex_uniform_buffer_0[29][0], vertex_uniform_buffer_0[29][1], vertex_uniform_buffer_0[29][2], asfloat(_UIVertexColorAlwaysGammaSpace)); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !UNDERLAY_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float3 _WorldSpaceCameraPos; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 glstate_matrix_projection; float4x4 unity_MatrixVP; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[7]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[21]; static float4 gl_Position; static float4 vertex_input_0; static float3 vertex_input_1; static float4 vertex_input_2; static float4 vertex_input_3; static float2 vertex_input_4; static float4 vertex_output_1; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float2 vertex_output_7; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION float3 vertex_input_1 : NORMAL; // NORMAL float4 vertex_input_2 : COLOR; // COLOR float4 vertex_input_3 : TEXCOORD0; // TEXCOORD float2 vertex_input_4 : TEXCOORD1; // TEXCOORD_1 }; struct Vertex_Stage_Output { float4 vertex_output_1 : COLOR; // COLOR float4 vertex_output_2 : COLOR1; // COLOR_1 float4 vertex_output_3 : TEXCOORD; // TEXCOORD float4 vertex_output_4 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_5 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_6 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_7 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; }; void vert_main() { precise float vertex_unnamed_73 = vertex_input_0.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_77 = vertex_input_0.y + vertex_uniform_buffer_0[23u].w; precise float vertex_unnamed_84 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_85 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_86 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_87 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_94 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_95 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_96 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_97 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_98 = vertex_unnamed_84 + vertex_unnamed_94; precise float vertex_unnamed_99 = vertex_unnamed_85 + vertex_unnamed_95; precise float vertex_unnamed_100 = vertex_unnamed_86 + vertex_unnamed_96; precise float vertex_unnamed_101 = vertex_unnamed_87 + vertex_unnamed_97; precise float vertex_unnamed_108 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_109 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_110 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_111 = vertex_input_0.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_112 = vertex_unnamed_98 + vertex_unnamed_108; precise float vertex_unnamed_113 = vertex_unnamed_99 + vertex_unnamed_109; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_122 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_124 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_125 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_126 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_127 = vertex_unnamed_112 + vertex_unnamed_122; precise float vertex_unnamed_128 = vertex_unnamed_113 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_114 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_115 + vertex_unnamed_126; precise float vertex_unnamed_138 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].x; precise float vertex_unnamed_139 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].y; precise float vertex_unnamed_140 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].z; precise float vertex_unnamed_141 = vertex_unnamed_127 * vertex_uniform_buffer_3[17u].w; precise float vertex_unnamed_149 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].x; precise float vertex_unnamed_150 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].y; precise float vertex_unnamed_151 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].z; precise float vertex_unnamed_152 = vertex_unnamed_128 * vertex_uniform_buffer_3[18u].w; precise float vertex_unnamed_153 = vertex_unnamed_138 + vertex_unnamed_149; precise float vertex_unnamed_154 = vertex_unnamed_139 + vertex_unnamed_150; precise float vertex_unnamed_155 = vertex_unnamed_140 + vertex_unnamed_151; precise float vertex_unnamed_156 = vertex_unnamed_141 + vertex_unnamed_152; precise float vertex_unnamed_164 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].x; precise float vertex_unnamed_165 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].y; precise float vertex_unnamed_166 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].z; precise float vertex_unnamed_167 = vertex_unnamed_129 * vertex_uniform_buffer_3[19u].w; precise float vertex_unnamed_168 = vertex_unnamed_153 + vertex_unnamed_164; precise float vertex_unnamed_169 = vertex_unnamed_154 + vertex_unnamed_165; precise float vertex_unnamed_170 = vertex_unnamed_155 + vertex_unnamed_166; precise float vertex_unnamed_171 = vertex_unnamed_156 + vertex_unnamed_167; precise float vertex_unnamed_179 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].x; precise float vertex_unnamed_180 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].y; precise float vertex_unnamed_181 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].z; precise float vertex_unnamed_182 = vertex_unnamed_130 * vertex_uniform_buffer_3[20u].w; precise float vertex_unnamed_183 = vertex_unnamed_179 + vertex_unnamed_168; precise float vertex_unnamed_184 = vertex_unnamed_180 + vertex_unnamed_169; precise float vertex_unnamed_185 = vertex_unnamed_181 + vertex_unnamed_170; precise float vertex_unnamed_186 = vertex_unnamed_182 + vertex_unnamed_171; precise float vertex_unnamed_196 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].x; precise float vertex_unnamed_197 = vertex_uniform_buffer_1[6u].x * vertex_uniform_buffer_3[5u].y; precise float vertex_unnamed_205 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x; precise float vertex_unnamed_206 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y; precise float vertex_unnamed_207 = vertex_unnamed_196 + vertex_unnamed_205; precise float vertex_unnamed_208 = vertex_unnamed_197 + vertex_unnamed_206; precise float vertex_unnamed_209 = (-0.0f) - vertex_unnamed_207; precise float vertex_unnamed_211 = (-0.0f) - vertex_unnamed_208; precise float vertex_unnamed_220 = max(vertex_unnamed_207, vertex_unnamed_209) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_221 = max(vertex_unnamed_208, vertex_unnamed_211) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_222 = vertex_unnamed_186 / vertex_unnamed_220; precise float vertex_unnamed_223 = vertex_unnamed_186 / vertex_unnamed_221; precise float vertex_unnamed_230 = (-0.0f) - vertex_input_3.w; precise float vertex_unnamed_237 = max(vertex_unnamed_230, vertex_input_3.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_242 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_243 = vertex_unnamed_242 * vertex_unnamed_237; precise float vertex_unnamed_244 = rsqrt(dot(float2(vertex_unnamed_222, vertex_unnamed_223), float2(vertex_unnamed_222, vertex_unnamed_223))) * vertex_unnamed_243; float vertex_unnamed_364; float vertex_unnamed_365; float vertex_unnamed_366; if (0.0f == vertex_uniform_buffer_3[8u].w) { precise float vertex_unnamed_250 = (-0.0f) - vertex_unnamed_244; precise float vertex_unnamed_255 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_256 = 1.0f + vertex_unnamed_255; precise float vertex_unnamed_257 = vertex_unnamed_256 * max(vertex_unnamed_244, vertex_unnamed_250); float vertex_unnamed_270 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_278 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_286 = dot(float3(vertex_input_1.x, vertex_input_1.y, vertex_input_1.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_292 = rsqrt(dot(float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286), float3(vertex_unnamed_270, vertex_unnamed_278, vertex_unnamed_286))); precise float vertex_unnamed_293 = vertex_unnamed_292 * vertex_unnamed_270; precise float vertex_unnamed_294 = vertex_unnamed_292 * vertex_unnamed_278; precise float vertex_unnamed_295 = vertex_unnamed_292 * vertex_unnamed_286; precise float vertex_unnamed_301 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_302 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_303 = vertex_unnamed_73 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_309 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_310 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_311 = vertex_unnamed_77 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_312 = vertex_unnamed_301 + vertex_unnamed_309; precise float vertex_unnamed_313 = vertex_unnamed_302 + vertex_unnamed_310; precise float vertex_unnamed_314 = vertex_unnamed_303 + vertex_unnamed_311; precise float vertex_unnamed_320 = vertex_input_0.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_321 = vertex_input_0.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_322 = vertex_input_0.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_323 = vertex_unnamed_312 + vertex_unnamed_320; precise float vertex_unnamed_324 = vertex_unnamed_313 + vertex_unnamed_321; precise float vertex_unnamed_325 = vertex_unnamed_314 + vertex_unnamed_322; precise float vertex_unnamed_331 = vertex_input_0.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_332 = vertex_input_0.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_333 = vertex_input_0.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_334 = vertex_unnamed_331 + vertex_unnamed_323; precise float vertex_unnamed_335 = vertex_unnamed_332 + vertex_unnamed_324; precise float vertex_unnamed_336 = vertex_unnamed_333 + vertex_unnamed_325; precise float vertex_unnamed_337 = (-0.0f) - vertex_unnamed_334; precise float vertex_unnamed_338 = (-0.0f) - vertex_unnamed_335; precise float vertex_unnamed_339 = (-0.0f) - vertex_unnamed_336; precise float vertex_unnamed_345 = vertex_unnamed_337 + vertex_uniform_buffer_1[4u].x; precise float vertex_unnamed_346 = vertex_unnamed_338 + vertex_uniform_buffer_1[4u].y; precise float vertex_unnamed_347 = vertex_unnamed_339 + vertex_uniform_buffer_1[4u].z; float vertex_unnamed_351 = rsqrt(dot(float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347), float3(vertex_unnamed_345, vertex_unnamed_346, vertex_unnamed_347))); precise float vertex_unnamed_352 = vertex_unnamed_345 * vertex_unnamed_351; precise float vertex_unnamed_353 = vertex_unnamed_346 * vertex_unnamed_351; precise float vertex_unnamed_354 = vertex_unnamed_347 * vertex_unnamed_351; float vertex_unnamed_355 = dot(float3(vertex_unnamed_293, vertex_unnamed_294, vertex_unnamed_295), float3(vertex_unnamed_352, vertex_unnamed_353, vertex_unnamed_354)); precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_257; precise float vertex_unnamed_361 = vertex_unnamed_244 + vertex_unnamed_360; precise float vertex_unnamed_362 = vertex_unnamed_361 * max(vertex_unnamed_358, vertex_unnamed_355); precise float vertex_unnamed_363 = vertex_unnamed_362 + vertex_unnamed_257; vertex_unnamed_364 = vertex_unnamed_363; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } else { vertex_unnamed_364 = vertex_unnamed_244; vertex_unnamed_365 = vertex_unnamed_77; vertex_unnamed_366 = vertex_unnamed_73; } precise float vertex_unnamed_371 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_375 = vertex_unnamed_371 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_376 = asfloat((0.0f >= vertex_input_3.w) ? 1065353216u : 0u) * vertex_unnamed_375; precise float vertex_unnamed_380 = vertex_unnamed_376 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_381 = vertex_unnamed_380 / 4.0f; precise float vertex_unnamed_386 = vertex_unnamed_381 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_390 = vertex_unnamed_386 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_391 = vertex_unnamed_390 * 0.5f; precise float vertex_unnamed_399 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_400 = vertex_unnamed_364 * vertex_unnamed_399; precise float vertex_unnamed_401 = vertex_unnamed_400 + 1.0f; precise float vertex_unnamed_402 = vertex_unnamed_364 / vertex_unnamed_401; precise float vertex_unnamed_403 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_404 = vertex_unnamed_403 + 0.5f; precise float vertex_unnamed_405 = vertex_unnamed_402 * vertex_unnamed_404; precise float vertex_unnamed_408 = asfloat(3204448256u) + vertex_unnamed_405; precise float vertex_unnamed_415 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_416 = vertex_unnamed_415 * 0.5f; precise float vertex_unnamed_417 = vertex_unnamed_402 * vertex_unnamed_416; float vertex_unnamed_514; float vertex_unnamed_515; float vertex_unnamed_516; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_439 = vertex_input_2.x * asfloat(1034814791u); precise float vertex_unnamed_440 = vertex_input_2.y * asfloat(1034814791u); precise float vertex_unnamed_441 = vertex_input_2.z * asfloat(1034814791u); precise float vertex_unnamed_446 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_447 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_448 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_449 = vertex_unnamed_439 + vertex_unnamed_446; precise float vertex_unnamed_450 = vertex_unnamed_440 + vertex_unnamed_447; precise float vertex_unnamed_451 = vertex_unnamed_441 + vertex_unnamed_448; precise float vertex_unnamed_456 = vertex_input_2.x * asfloat(1049109012u); precise float vertex_unnamed_457 = vertex_input_2.y * asfloat(1049109012u); precise float vertex_unnamed_458 = vertex_input_2.z * asfloat(1049109012u); precise float vertex_unnamed_463 = vertex_unnamed_456 + asfloat(1060933829u); precise float vertex_unnamed_464 = vertex_unnamed_457 + asfloat(1060933829u); precise float vertex_unnamed_465 = vertex_unnamed_458 + asfloat(1060933829u); precise float vertex_unnamed_466 = vertex_input_2.x * vertex_unnamed_463; precise float vertex_unnamed_467 = vertex_input_2.y * vertex_unnamed_464; precise float vertex_unnamed_468 = vertex_input_2.z * vertex_unnamed_465; precise float vertex_unnamed_473 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_474 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_475 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_476 = vertex_unnamed_466 + vertex_unnamed_473; precise float vertex_unnamed_477 = vertex_unnamed_467 + vertex_unnamed_474; precise float vertex_unnamed_478 = vertex_unnamed_468 + vertex_unnamed_475; precise float vertex_unnamed_479 = vertex_input_2.x * vertex_unnamed_476; precise float vertex_unnamed_480 = vertex_input_2.y * vertex_unnamed_477; precise float vertex_unnamed_481 = vertex_input_2.z * vertex_unnamed_478; precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(995198018u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(995198018u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(995198018u); vertex_unnamed_514 = asfloat((vertex_input_2.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_449) : asuint(vertex_unnamed_486)); vertex_unnamed_515 = asfloat((vertex_input_2.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_450) : asuint(vertex_unnamed_487)); vertex_unnamed_516 = asfloat((vertex_input_2.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_451) : asuint(vertex_unnamed_488)); } else { vertex_unnamed_514 = vertex_input_2.x; vertex_unnamed_515 = vertex_input_2.y; vertex_unnamed_516 = vertex_input_2.z; } float vertex_unnamed_517 = asfloat(1065353216u); precise float vertex_unnamed_524 = vertex_unnamed_514 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_525 = vertex_unnamed_515 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_526 = vertex_unnamed_516 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_527 = vertex_unnamed_517 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_528 = vertex_unnamed_527 * vertex_unnamed_524; precise float vertex_unnamed_529 = vertex_unnamed_527 * vertex_unnamed_525; precise float vertex_unnamed_530 = vertex_unnamed_527 * vertex_unnamed_526; uint4 vertex_unnamed_533 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_542 = vertex_unnamed_517 * asfloat(vertex_unnamed_533.w); precise float vertex_unnamed_543 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.x); precise float vertex_unnamed_544 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.y); precise float vertex_unnamed_545 = vertex_unnamed_542 * asfloat(vertex_unnamed_533.z); precise float vertex_unnamed_546 = 2.0f * vertex_unnamed_417; float vertex_unnamed_549 = sqrt(min(vertex_unnamed_546, 1.0f)); precise float vertex_unnamed_550 = (-0.0f) - vertex_unnamed_528; precise float vertex_unnamed_551 = (-0.0f) - vertex_unnamed_529; precise float vertex_unnamed_552 = (-0.0f) - vertex_unnamed_530; precise float vertex_unnamed_553 = (-0.0f) - vertex_unnamed_527; precise float vertex_unnamed_554 = vertex_unnamed_543 + vertex_unnamed_550; precise float vertex_unnamed_555 = vertex_unnamed_544 + vertex_unnamed_551; precise float vertex_unnamed_556 = vertex_unnamed_545 + vertex_unnamed_552; precise float vertex_unnamed_557 = vertex_unnamed_542 + vertex_unnamed_553; precise float vertex_unnamed_558 = vertex_unnamed_549 * vertex_unnamed_554; precise float vertex_unnamed_559 = vertex_unnamed_549 * vertex_unnamed_555; precise float vertex_unnamed_560 = vertex_unnamed_549 * vertex_unnamed_556; precise float vertex_unnamed_561 = vertex_unnamed_549 * vertex_unnamed_557; precise float vertex_unnamed_562 = vertex_unnamed_558 + vertex_unnamed_528; precise float vertex_unnamed_563 = vertex_unnamed_559 + vertex_unnamed_529; precise float vertex_unnamed_564 = vertex_unnamed_560 + vertex_unnamed_530; precise float vertex_unnamed_565 = vertex_unnamed_561 + vertex_unnamed_527; precise float vertex_unnamed_572 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_573 = vertex_unnamed_364 * vertex_unnamed_572; precise float vertex_unnamed_574 = 1.0f + vertex_unnamed_573; precise float vertex_unnamed_575 = vertex_unnamed_364 / vertex_unnamed_574; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_391; precise float vertex_unnamed_577 = vertex_unnamed_576 + 0.5f; precise float vertex_unnamed_578 = vertex_unnamed_575 * vertex_unnamed_577; precise float vertex_unnamed_580 = asfloat(3204448256u) + vertex_unnamed_578; precise float vertex_unnamed_587 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_588 = vertex_unnamed_587 * 0.5f; precise float vertex_unnamed_589 = vertex_unnamed_575 * vertex_unnamed_588; precise float vertex_unnamed_590 = (-0.0f) - vertex_unnamed_589; precise float vertex_unnamed_591 = vertex_unnamed_590 + vertex_unnamed_580; precise float vertex_unnamed_598 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_599 = (-0.0f) - vertex_unnamed_598; precise float vertex_unnamed_603 = vertex_unnamed_599 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_608 = vertex_unnamed_603 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_615 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_616 = (-0.0f) - vertex_unnamed_615; precise float vertex_unnamed_620 = vertex_unnamed_616 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_624 = vertex_unnamed_620 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_637 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_639 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_640 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_641 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_642 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_643 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_644 = vertex_unnamed_642 + vertex_unnamed_366; precise float vertex_unnamed_645 = vertex_unnamed_643 + vertex_unnamed_365; precise float vertex_unnamed_646 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_647 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_648 = vertex_unnamed_646 + vertex_unnamed_640; precise float vertex_unnamed_649 = vertex_unnamed_647 + vertex_unnamed_641; precise float vertex_unnamed_650 = vertex_unnamed_644 / vertex_unnamed_648; precise float vertex_unnamed_651 = vertex_unnamed_645 / vertex_unnamed_649; precise float vertex_unnamed_656 = (-0.0f) - vertex_unnamed_417; precise float vertex_unnamed_657 = vertex_unnamed_656 + vertex_unnamed_408; precise float vertex_unnamed_658 = vertex_unnamed_408 + vertex_unnamed_417; precise float vertex_unnamed_673 = 2.0f * vertex_unnamed_366; precise float vertex_unnamed_674 = 2.0f * vertex_unnamed_365; precise float vertex_unnamed_675 = (-0.0f) - vertex_unnamed_637; precise float vertex_unnamed_676 = (-0.0f) - vertex_unnamed_639; precise float vertex_unnamed_677 = vertex_unnamed_673 + vertex_unnamed_675; precise float vertex_unnamed_678 = vertex_unnamed_674 + vertex_unnamed_676; precise float vertex_unnamed_679 = (-0.0f) - vertex_unnamed_640; precise float vertex_unnamed_680 = (-0.0f) - vertex_unnamed_641; precise float vertex_unnamed_681 = vertex_unnamed_677 + vertex_unnamed_679; precise float vertex_unnamed_682 = vertex_unnamed_678 + vertex_unnamed_680; precise float vertex_unnamed_686 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_687 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_688 = vertex_unnamed_222 + vertex_unnamed_686; precise float vertex_unnamed_689 = vertex_unnamed_223 + vertex_unnamed_687; precise float vertex_unnamed_690 = 0.25f / vertex_unnamed_688; precise float vertex_unnamed_692 = 0.25f / vertex_unnamed_689; precise float vertex_unnamed_697 = vertex_unnamed_608 + vertex_input_3.x; precise float vertex_unnamed_698 = vertex_unnamed_624 + vertex_input_3.y; gl_Position.x = vertex_unnamed_183; gl_Position.y = vertex_unnamed_184; gl_Position.z = vertex_unnamed_185; gl_Position.w = vertex_unnamed_186; vertex_output_1.x = vertex_unnamed_528; vertex_output_1.y = vertex_unnamed_529; vertex_output_1.z = vertex_unnamed_530; vertex_output_1.w = vertex_unnamed_527; vertex_output_2.x = vertex_unnamed_562; vertex_output_2.y = vertex_unnamed_563; vertex_output_2.z = vertex_unnamed_564; vertex_output_2.w = vertex_unnamed_565; vertex_output_3.x = vertex_input_3.x; vertex_output_3.y = vertex_input_3.y; vertex_output_3.z = vertex_unnamed_650; vertex_output_3.w = vertex_unnamed_651; vertex_output_4.x = vertex_unnamed_402; vertex_output_4.y = vertex_unnamed_657; vertex_output_4.z = vertex_unnamed_658; vertex_output_4.w = vertex_unnamed_408; vertex_output_5.x = vertex_unnamed_681; vertex_output_5.y = vertex_unnamed_682; vertex_output_5.z = vertex_unnamed_690; vertex_output_5.w = vertex_unnamed_692; vertex_output_6.x = vertex_unnamed_697; vertex_output_6.y = vertex_unnamed_698; vertex_output_6.z = vertex_input_2.w; vertex_output_6.w = 0.0f; vertex_output_7.x = vertex_unnamed_575; vertex_output_7.y = vertex_unnamed_591; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[4] = float4(_WorldSpaceCameraPos[0], _WorldSpaceCameraPos[1], _WorldSpaceCameraPos[2], vertex_uniform_buffer_1[4][3]); vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]); vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]); vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]); vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]); vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]); vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]); vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]); vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]); vertex_input_0 = stage_input.vertex_input_0; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float _UnderlayOffsetX; float _UnderlayOffsetY; float _UnderlayDilate; float _UnderlaySoftness; float _ScaleRatioC; float _TextureWidth; float _TextureHeight; float4 _ScreenParams; float4x4 unity_ObjectToWorld; float4x4 unity_WorldToObject; float4x4 unity_StereoMatrixP[2]; float4x4 unity_StereoMatrixVP[2]; float3 unity_StereoWorldSpaceCameraPos[2]; static float4 vertex_uniform_buffer_0[30]; static float4 vertex_uniform_buffer_1[6]; static float4 vertex_uniform_buffer_2[8]; static float4 vertex_uniform_buffer_3[66]; static float4 gl_Position; static uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_1; static float3 vertex_input_2; static float4 vertex_input_3; static float4 vertex_input_4; static float2 vertex_input_5; static uint vertex_output_0; static float4 vertex_output_2; static float4 vertex_output_3; static float4 vertex_output_4; static float4 vertex_output_5; static float4 vertex_output_6; static float4 vertex_output_7; static float2 vertex_output_8; struct Vertex_Stage_Input { float4 vertex_input_1 : NORMAL; // POSITION float3 vertex_input_2 : COLOR; // NORMAL float4 vertex_input_3 : TEXCOORD0; // COLOR float4 vertex_input_4 : TEXCOORD; // TEXCOORD float2 vertex_input_5 : TEXCOORD1; // TEXCOORD_1 uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { uint vertex_output_0 : SV_InstanceID; // SV_InstanceID float4 vertex_output_2 : COLOR; // COLOR float4 vertex_output_3 : COLOR1; // COLOR_1 float4 vertex_output_4 : TEXCOORD; // TEXCOORD float4 vertex_output_5 : TEXCOORD1; // TEXCOORD_1 float4 vertex_output_6 : TEXCOORD2; // TEXCOORD_2 float4 vertex_output_7 : TEXCOORD3; // TEXCOORD_3 float2 vertex_output_8 : TEXCOORD4; // TEXCOORD_4 float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { uint vertex_unnamed_57 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u; precise float vertex_unnamed_87 = vertex_input_1.x + vertex_uniform_buffer_0[23u].z; precise float vertex_unnamed_91 = vertex_input_1.y + vertex_uniform_buffer_0[23u].w; uint vertex_unnamed_92 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_100 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_101 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_102 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_103 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].w; precise float vertex_unnamed_110 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_111 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_112 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_113 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].w; precise float vertex_unnamed_114 = vertex_unnamed_100 + vertex_unnamed_110; precise float vertex_unnamed_115 = vertex_unnamed_101 + vertex_unnamed_111; precise float vertex_unnamed_116 = vertex_unnamed_102 + vertex_unnamed_112; precise float vertex_unnamed_117 = vertex_unnamed_103 + vertex_unnamed_113; precise float vertex_unnamed_124 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_125 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_126 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_127 = vertex_input_1.z * vertex_uniform_buffer_2[2u].w; precise float vertex_unnamed_128 = vertex_unnamed_114 + vertex_unnamed_124; precise float vertex_unnamed_129 = vertex_unnamed_115 + vertex_unnamed_125; precise float vertex_unnamed_130 = vertex_unnamed_116 + vertex_unnamed_126; precise float vertex_unnamed_131 = vertex_unnamed_117 + vertex_unnamed_127; precise float vertex_unnamed_138 = vertex_uniform_buffer_2[3u].x * 1.0f; precise float vertex_unnamed_140 = vertex_uniform_buffer_2[3u].y * 1.0f; precise float vertex_unnamed_141 = vertex_uniform_buffer_2[3u].z * 1.0f; precise float vertex_unnamed_142 = vertex_uniform_buffer_2[3u].w * 1.0f; precise float vertex_unnamed_143 = vertex_unnamed_128 + vertex_unnamed_138; precise float vertex_unnamed_144 = vertex_unnamed_129 + vertex_unnamed_140; precise float vertex_unnamed_145 = vertex_unnamed_130 + vertex_unnamed_141; precise float vertex_unnamed_146 = vertex_unnamed_131 + vertex_unnamed_142; uint vertex_unnamed_147 = vertex_unnamed_92 + 24u; precise float vertex_unnamed_155 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].x; precise float vertex_unnamed_156 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].y; precise float vertex_unnamed_157 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].z; precise float vertex_unnamed_158 = vertex_unnamed_143 * vertex_uniform_buffer_3[vertex_unnamed_147].w; uint vertex_unnamed_159 = vertex_unnamed_92 + 25u; precise float vertex_unnamed_167 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].x; precise float vertex_unnamed_168 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].y; precise float vertex_unnamed_169 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].z; precise float vertex_unnamed_170 = vertex_unnamed_144 * vertex_uniform_buffer_3[vertex_unnamed_159].w; precise float vertex_unnamed_171 = vertex_unnamed_155 + vertex_unnamed_167; precise float vertex_unnamed_172 = vertex_unnamed_156 + vertex_unnamed_168; precise float vertex_unnamed_173 = vertex_unnamed_157 + vertex_unnamed_169; precise float vertex_unnamed_174 = vertex_unnamed_158 + vertex_unnamed_170; uint vertex_unnamed_175 = vertex_unnamed_92 + 26u; precise float vertex_unnamed_183 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].x; precise float vertex_unnamed_184 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].y; precise float vertex_unnamed_185 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].z; precise float vertex_unnamed_186 = vertex_unnamed_145 * vertex_uniform_buffer_3[vertex_unnamed_175].w; precise float vertex_unnamed_187 = vertex_unnamed_171 + vertex_unnamed_183; precise float vertex_unnamed_188 = vertex_unnamed_172 + vertex_unnamed_184; precise float vertex_unnamed_189 = vertex_unnamed_173 + vertex_unnamed_185; precise float vertex_unnamed_190 = vertex_unnamed_174 + vertex_unnamed_186; uint vertex_unnamed_191 = vertex_unnamed_92 + 27u; precise float vertex_unnamed_199 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].x; precise float vertex_unnamed_200 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].y; precise float vertex_unnamed_201 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].z; precise float vertex_unnamed_202 = vertex_unnamed_146 * vertex_uniform_buffer_3[vertex_unnamed_191].w; precise float vertex_unnamed_203 = vertex_unnamed_199 + vertex_unnamed_187; precise float vertex_unnamed_204 = vertex_unnamed_200 + vertex_unnamed_188; precise float vertex_unnamed_205 = vertex_unnamed_201 + vertex_unnamed_189; precise float vertex_unnamed_206 = vertex_unnamed_202 + vertex_unnamed_190; uint vertex_unnamed_207 = vertex_unnamed_57 * 4u; precise float vertex_unnamed_216 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].x; precise float vertex_unnamed_217 = vertex_uniform_buffer_1[5u].x * vertex_uniform_buffer_3[vertex_unnamed_207].y; uint vertex_unnamed_221 = vertex_unnamed_207 + 1u; precise float vertex_unnamed_226 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].x; precise float vertex_unnamed_227 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_221].y; precise float vertex_unnamed_228 = vertex_unnamed_216 + vertex_unnamed_226; precise float vertex_unnamed_229 = vertex_unnamed_217 + vertex_unnamed_227; precise float vertex_unnamed_230 = (-0.0f) - vertex_unnamed_228; precise float vertex_unnamed_232 = (-0.0f) - vertex_unnamed_229; precise float vertex_unnamed_241 = max(vertex_unnamed_228, vertex_unnamed_230) * vertex_uniform_buffer_0[28u].y; precise float vertex_unnamed_242 = max(vertex_unnamed_229, vertex_unnamed_232) * vertex_uniform_buffer_0[28u].z; precise float vertex_unnamed_243 = vertex_unnamed_206 / vertex_unnamed_241; precise float vertex_unnamed_244 = vertex_unnamed_206 / vertex_unnamed_242; precise float vertex_unnamed_251 = (-0.0f) - vertex_input_4.w; precise float vertex_unnamed_258 = max(vertex_unnamed_251, vertex_input_4.w) * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_263 = 1.0f + vertex_uniform_buffer_0[29u].x; precise float vertex_unnamed_264 = vertex_unnamed_263 * vertex_unnamed_258; precise float vertex_unnamed_265 = rsqrt(dot(float2(vertex_unnamed_243, vertex_unnamed_244), float2(vertex_unnamed_243, vertex_unnamed_244))) * vertex_unnamed_264; float vertex_unnamed_387; float vertex_unnamed_388; float vertex_unnamed_389; if (0.0f == vertex_uniform_buffer_3[(vertex_unnamed_57 * 4u) + 3u].w) { precise float vertex_unnamed_272 = (-0.0f) - vertex_unnamed_265; precise float vertex_unnamed_277 = (-0.0f) - vertex_uniform_buffer_0[28u].w; precise float vertex_unnamed_278 = 1.0f + vertex_unnamed_277; precise float vertex_unnamed_279 = vertex_unnamed_278 * max(vertex_unnamed_265, vertex_unnamed_272); float vertex_unnamed_291 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[4u].xyz)); float vertex_unnamed_299 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[5u].xyz)); float vertex_unnamed_307 = dot(float3(vertex_input_2.x, vertex_input_2.y, vertex_input_2.z), float3(vertex_uniform_buffer_2[6u].xyz)); float vertex_unnamed_313 = rsqrt(dot(float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307), float3(vertex_unnamed_291, vertex_unnamed_299, vertex_unnamed_307))); precise float vertex_unnamed_314 = vertex_unnamed_313 * vertex_unnamed_291; precise float vertex_unnamed_315 = vertex_unnamed_313 * vertex_unnamed_299; precise float vertex_unnamed_316 = vertex_unnamed_313 * vertex_unnamed_307; precise float vertex_unnamed_322 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].x; precise float vertex_unnamed_323 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].y; precise float vertex_unnamed_324 = vertex_unnamed_87 * vertex_uniform_buffer_2[0u].z; precise float vertex_unnamed_330 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].x; precise float vertex_unnamed_331 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].y; precise float vertex_unnamed_332 = vertex_unnamed_91 * vertex_uniform_buffer_2[1u].z; precise float vertex_unnamed_333 = vertex_unnamed_322 + vertex_unnamed_330; precise float vertex_unnamed_334 = vertex_unnamed_323 + vertex_unnamed_331; precise float vertex_unnamed_335 = vertex_unnamed_324 + vertex_unnamed_332; precise float vertex_unnamed_341 = vertex_input_1.z * vertex_uniform_buffer_2[2u].x; precise float vertex_unnamed_342 = vertex_input_1.z * vertex_uniform_buffer_2[2u].y; precise float vertex_unnamed_343 = vertex_input_1.z * vertex_uniform_buffer_2[2u].z; precise float vertex_unnamed_344 = vertex_unnamed_333 + vertex_unnamed_341; precise float vertex_unnamed_345 = vertex_unnamed_334 + vertex_unnamed_342; precise float vertex_unnamed_346 = vertex_unnamed_335 + vertex_unnamed_343; precise float vertex_unnamed_352 = vertex_input_1.w * vertex_uniform_buffer_2[3u].x; precise float vertex_unnamed_353 = vertex_input_1.w * vertex_uniform_buffer_2[3u].y; precise float vertex_unnamed_354 = vertex_input_1.w * vertex_uniform_buffer_2[3u].z; precise float vertex_unnamed_355 = vertex_unnamed_344 + vertex_unnamed_352; precise float vertex_unnamed_356 = vertex_unnamed_345 + vertex_unnamed_353; precise float vertex_unnamed_357 = vertex_unnamed_346 + vertex_unnamed_354; precise float vertex_unnamed_358 = (-0.0f) - vertex_unnamed_355; precise float vertex_unnamed_359 = (-0.0f) - vertex_unnamed_356; precise float vertex_unnamed_360 = (-0.0f) - vertex_unnamed_357; uint vertex_unnamed_361 = vertex_unnamed_57 + 64u; precise float vertex_unnamed_368 = vertex_unnamed_358 + vertex_uniform_buffer_3[vertex_unnamed_361].x; precise float vertex_unnamed_369 = vertex_unnamed_359 + vertex_uniform_buffer_3[vertex_unnamed_361].y; precise float vertex_unnamed_370 = vertex_unnamed_360 + vertex_uniform_buffer_3[vertex_unnamed_361].z; float vertex_unnamed_374 = rsqrt(dot(float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370), float3(vertex_unnamed_368, vertex_unnamed_369, vertex_unnamed_370))); precise float vertex_unnamed_375 = vertex_unnamed_374 * vertex_unnamed_368; precise float vertex_unnamed_376 = vertex_unnamed_374 * vertex_unnamed_369; precise float vertex_unnamed_377 = vertex_unnamed_374 * vertex_unnamed_370; float vertex_unnamed_378 = dot(float3(vertex_unnamed_314, vertex_unnamed_315, vertex_unnamed_316), float3(vertex_unnamed_375, vertex_unnamed_376, vertex_unnamed_377)); precise float vertex_unnamed_381 = (-0.0f) - vertex_unnamed_378; precise float vertex_unnamed_383 = (-0.0f) - vertex_unnamed_279; precise float vertex_unnamed_384 = vertex_unnamed_265 + vertex_unnamed_383; precise float vertex_unnamed_385 = vertex_unnamed_384 * max(vertex_unnamed_381, vertex_unnamed_378); precise float vertex_unnamed_386 = vertex_unnamed_385 + vertex_unnamed_279; vertex_unnamed_387 = vertex_unnamed_386; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } else { vertex_unnamed_387 = vertex_unnamed_265; vertex_unnamed_388 = vertex_unnamed_91; vertex_unnamed_389 = vertex_unnamed_87; } precise float vertex_unnamed_394 = (-0.0f) - vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_398 = vertex_unnamed_394 + vertex_uniform_buffer_0[22u].z; precise float vertex_unnamed_399 = asfloat((0.0f >= vertex_input_4.w) ? 1065353216u : 0u) * vertex_unnamed_398; precise float vertex_unnamed_403 = vertex_unnamed_399 + vertex_uniform_buffer_0[22u].y; precise float vertex_unnamed_404 = vertex_unnamed_403 / 4.0f; precise float vertex_unnamed_409 = vertex_unnamed_404 + vertex_uniform_buffer_0[4u].x; precise float vertex_unnamed_413 = vertex_unnamed_409 * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_414 = vertex_unnamed_413 * 0.5f; precise float vertex_unnamed_422 = vertex_uniform_buffer_0[4u].y * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_423 = vertex_unnamed_387 * vertex_unnamed_422; precise float vertex_unnamed_424 = vertex_unnamed_423 + 1.0f; precise float vertex_unnamed_425 = vertex_unnamed_387 / vertex_unnamed_424; precise float vertex_unnamed_426 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_427 = vertex_unnamed_426 + 0.5f; precise float vertex_unnamed_428 = vertex_unnamed_425 * vertex_unnamed_427; precise float vertex_unnamed_431 = asfloat(3204448256u) + vertex_unnamed_428; precise float vertex_unnamed_438 = vertex_uniform_buffer_0[6u].x * vertex_uniform_buffer_0[22u].w; precise float vertex_unnamed_439 = vertex_unnamed_438 * 0.5f; precise float vertex_unnamed_440 = vertex_unnamed_425 * vertex_unnamed_439; float vertex_unnamed_537; float vertex_unnamed_538; float vertex_unnamed_539; if ((((0u != asuint(vertex_uniform_buffer_0[29u]).w) ? 4294967295u : 0u) & (~0u)) != 0u) { precise float vertex_unnamed_462 = vertex_input_3.x * asfloat(1034814791u); precise float vertex_unnamed_463 = vertex_input_3.y * asfloat(1034814791u); precise float vertex_unnamed_464 = vertex_input_3.z * asfloat(1034814791u); precise float vertex_unnamed_469 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_470 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_471 = (-0.0f) - asfloat(959115972u); precise float vertex_unnamed_472 = vertex_unnamed_462 + vertex_unnamed_469; precise float vertex_unnamed_473 = vertex_unnamed_463 + vertex_unnamed_470; precise float vertex_unnamed_474 = vertex_unnamed_464 + vertex_unnamed_471; precise float vertex_unnamed_479 = vertex_input_3.x * asfloat(1049109012u); precise float vertex_unnamed_480 = vertex_input_3.y * asfloat(1049109012u); precise float vertex_unnamed_481 = vertex_input_3.z * asfloat(1049109012u); precise float vertex_unnamed_486 = vertex_unnamed_479 + asfloat(1060933829u); precise float vertex_unnamed_487 = vertex_unnamed_480 + asfloat(1060933829u); precise float vertex_unnamed_488 = vertex_unnamed_481 + asfloat(1060933829u); precise float vertex_unnamed_489 = vertex_input_3.x * vertex_unnamed_486; precise float vertex_unnamed_490 = vertex_input_3.y * vertex_unnamed_487; precise float vertex_unnamed_491 = vertex_input_3.z * vertex_unnamed_488; precise float vertex_unnamed_496 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_497 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_498 = (-0.0f) - asfloat(1008768998u); precise float vertex_unnamed_499 = vertex_unnamed_489 + vertex_unnamed_496; precise float vertex_unnamed_500 = vertex_unnamed_490 + vertex_unnamed_497; precise float vertex_unnamed_501 = vertex_unnamed_491 + vertex_unnamed_498; precise float vertex_unnamed_502 = vertex_input_3.x * vertex_unnamed_499; precise float vertex_unnamed_503 = vertex_input_3.y * vertex_unnamed_500; precise float vertex_unnamed_504 = vertex_input_3.z * vertex_unnamed_501; precise float vertex_unnamed_509 = vertex_unnamed_502 + asfloat(995198018u); precise float vertex_unnamed_510 = vertex_unnamed_503 + asfloat(995198018u); precise float vertex_unnamed_511 = vertex_unnamed_504 + asfloat(995198018u); vertex_unnamed_537 = asfloat((vertex_input_3.x < asfloat(1033147538u)) ? asuint(vertex_unnamed_472) : asuint(vertex_unnamed_509)); vertex_unnamed_538 = asfloat((vertex_input_3.y < asfloat(1033147538u)) ? asuint(vertex_unnamed_473) : asuint(vertex_unnamed_510)); vertex_unnamed_539 = asfloat((vertex_input_3.z < asfloat(1033147538u)) ? asuint(vertex_unnamed_474) : asuint(vertex_unnamed_511)); } else { vertex_unnamed_537 = vertex_input_3.x; vertex_unnamed_538 = vertex_input_3.y; vertex_unnamed_539 = vertex_input_3.z; } float vertex_unnamed_540 = asfloat(1065353216u); precise float vertex_unnamed_547 = vertex_unnamed_537 * vertex_uniform_buffer_0[3u].x; precise float vertex_unnamed_548 = vertex_unnamed_538 * vertex_uniform_buffer_0[3u].y; precise float vertex_unnamed_549 = vertex_unnamed_539 * vertex_uniform_buffer_0[3u].z; precise float vertex_unnamed_550 = vertex_unnamed_540 * vertex_uniform_buffer_0[3u].w; precise float vertex_unnamed_551 = vertex_unnamed_550 * vertex_unnamed_547; precise float vertex_unnamed_552 = vertex_unnamed_550 * vertex_unnamed_548; precise float vertex_unnamed_553 = vertex_unnamed_550 * vertex_unnamed_549; uint4 vertex_unnamed_556 = asuint(vertex_uniform_buffer_0[5u]); precise float vertex_unnamed_565 = vertex_unnamed_540 * asfloat(vertex_unnamed_556.w); precise float vertex_unnamed_566 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.x); precise float vertex_unnamed_567 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.y); precise float vertex_unnamed_568 = vertex_unnamed_565 * asfloat(vertex_unnamed_556.z); precise float vertex_unnamed_569 = 2.0f * vertex_unnamed_440; float vertex_unnamed_572 = sqrt(min(vertex_unnamed_569, 1.0f)); precise float vertex_unnamed_573 = (-0.0f) - vertex_unnamed_551; precise float vertex_unnamed_574 = (-0.0f) - vertex_unnamed_552; precise float vertex_unnamed_575 = (-0.0f) - vertex_unnamed_553; precise float vertex_unnamed_576 = (-0.0f) - vertex_unnamed_550; precise float vertex_unnamed_577 = vertex_unnamed_566 + vertex_unnamed_573; precise float vertex_unnamed_578 = vertex_unnamed_567 + vertex_unnamed_574; precise float vertex_unnamed_579 = vertex_unnamed_568 + vertex_unnamed_575; precise float vertex_unnamed_580 = vertex_unnamed_565 + vertex_unnamed_576; precise float vertex_unnamed_581 = vertex_unnamed_572 * vertex_unnamed_577; precise float vertex_unnamed_582 = vertex_unnamed_572 * vertex_unnamed_578; precise float vertex_unnamed_583 = vertex_unnamed_572 * vertex_unnamed_579; precise float vertex_unnamed_584 = vertex_unnamed_572 * vertex_unnamed_580; precise float vertex_unnamed_585 = vertex_unnamed_581 + vertex_unnamed_551; precise float vertex_unnamed_586 = vertex_unnamed_582 + vertex_unnamed_552; precise float vertex_unnamed_587 = vertex_unnamed_583 + vertex_unnamed_553; precise float vertex_unnamed_588 = vertex_unnamed_584 + vertex_unnamed_550; precise float vertex_unnamed_596 = vertex_uniform_buffer_0[19u].w * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_597 = vertex_unnamed_387 * vertex_unnamed_596; precise float vertex_unnamed_598 = 1.0f + vertex_unnamed_597; precise float vertex_unnamed_599 = vertex_unnamed_387 / vertex_unnamed_598; precise float vertex_unnamed_600 = (-0.0f) - vertex_unnamed_414; precise float vertex_unnamed_601 = vertex_unnamed_600 + 0.5f; precise float vertex_unnamed_602 = vertex_unnamed_599 * vertex_unnamed_601; precise float vertex_unnamed_604 = asfloat(3204448256u) + vertex_unnamed_602; precise float vertex_unnamed_611 = vertex_uniform_buffer_0[19u].z * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_612 = vertex_unnamed_611 * 0.5f; precise float vertex_unnamed_613 = vertex_unnamed_599 * vertex_unnamed_612; precise float vertex_unnamed_614 = (-0.0f) - vertex_unnamed_613; precise float vertex_unnamed_615 = vertex_unnamed_614 + vertex_unnamed_604; precise float vertex_unnamed_622 = vertex_uniform_buffer_0[19u].x * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_623 = (-0.0f) - vertex_unnamed_622; precise float vertex_unnamed_627 = vertex_unnamed_623 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_631 = vertex_unnamed_627 / vertex_uniform_buffer_0[27u].z; precise float vertex_unnamed_638 = vertex_uniform_buffer_0[19u].y * vertex_uniform_buffer_0[23u].y; precise float vertex_unnamed_639 = (-0.0f) - vertex_unnamed_638; precise float vertex_unnamed_643 = vertex_unnamed_639 * vertex_uniform_buffer_0[28u].x; precise float vertex_unnamed_647 = vertex_unnamed_643 / vertex_uniform_buffer_0[27u].w; float vertex_unnamed_659 = min(max(vertex_uniform_buffer_0[26u].x, -20000000000.0f), 20000000000.0f); float vertex_unnamed_661 = min(max(vertex_uniform_buffer_0[26u].y, -20000000000.0f), 20000000000.0f); float vertex_unnamed_662 = min(max(vertex_uniform_buffer_0[26u].z, -20000000000.0f), 20000000000.0f); float vertex_unnamed_663 = min(max(vertex_uniform_buffer_0[26u].w, -20000000000.0f), 20000000000.0f); precise float vertex_unnamed_664 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_665 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_666 = vertex_unnamed_664 + vertex_unnamed_389; precise float vertex_unnamed_667 = vertex_unnamed_665 + vertex_unnamed_388; precise float vertex_unnamed_668 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_669 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_670 = vertex_unnamed_668 + vertex_unnamed_662; precise float vertex_unnamed_671 = vertex_unnamed_669 + vertex_unnamed_663; precise float vertex_unnamed_672 = vertex_unnamed_666 / vertex_unnamed_670; precise float vertex_unnamed_673 = vertex_unnamed_667 / vertex_unnamed_671; precise float vertex_unnamed_678 = (-0.0f) - vertex_unnamed_440; precise float vertex_unnamed_679 = vertex_unnamed_678 + vertex_unnamed_431; precise float vertex_unnamed_680 = vertex_unnamed_440 + vertex_unnamed_431; precise float vertex_unnamed_695 = 2.0f * vertex_unnamed_389; precise float vertex_unnamed_696 = 2.0f * vertex_unnamed_388; precise float vertex_unnamed_697 = (-0.0f) - vertex_unnamed_659; precise float vertex_unnamed_698 = (-0.0f) - vertex_unnamed_661; precise float vertex_unnamed_699 = vertex_unnamed_695 + vertex_unnamed_697; precise float vertex_unnamed_700 = vertex_unnamed_696 + vertex_unnamed_698; precise float vertex_unnamed_701 = (-0.0f) - vertex_unnamed_662; precise float vertex_unnamed_702 = (-0.0f) - vertex_unnamed_663; precise float vertex_unnamed_703 = vertex_unnamed_699 + vertex_unnamed_701; precise float vertex_unnamed_704 = vertex_unnamed_700 + vertex_unnamed_702; precise float vertex_unnamed_708 = max(vertex_uniform_buffer_0[27u].x, vertex_uniform_buffer_0[29u].y) * asfloat(1048576000u); precise float vertex_unnamed_709 = max(vertex_uniform_buffer_0[27u].y, vertex_uniform_buffer_0[29u].z) * asfloat(1048576000u); precise float vertex_unnamed_710 = vertex_unnamed_243 + vertex_unnamed_708; precise float vertex_unnamed_711 = vertex_unnamed_244 + vertex_unnamed_709; precise float vertex_unnamed_712 = 0.25f / vertex_unnamed_710; precise float vertex_unnamed_714 = 0.25f / vertex_unnamed_711; precise float vertex_unnamed_719 = vertex_unnamed_631 + vertex_input_4.x; precise float vertex_unnamed_720 = vertex_unnamed_647 + vertex_input_4.y; gl_Position.x = vertex_unnamed_203; gl_Position.y = vertex_unnamed_204; gl_Position.z = vertex_unnamed_205; gl_Position.w = vertex_unnamed_206; vertex_output_2.x = vertex_unnamed_551; vertex_output_2.y = vertex_unnamed_552; vertex_output_2.z = vertex_unnamed_553; vertex_output_2.w = vertex_unnamed_550; vertex_output_3.x = vertex_unnamed_585; vertex_output_3.y = vertex_unnamed_586; vertex_output_3.z = vertex_unnamed_587; vertex_output_3.w = vertex_unnamed_588; vertex_output_4.x = vertex_input_4.x; vertex_output_4.y = vertex_input_4.y; vertex_output_4.z = vertex_unnamed_672; vertex_output_4.w = vertex_unnamed_673; vertex_output_5.x = vertex_unnamed_425; vertex_output_5.y = vertex_unnamed_679; vertex_output_5.z = vertex_unnamed_680; vertex_output_5.w = vertex_unnamed_431; vertex_output_6.x = vertex_unnamed_703; vertex_output_6.y = vertex_unnamed_704; vertex_output_6.z = vertex_unnamed_712; vertex_output_6.w = vertex_unnamed_714; vertex_output_7.x = vertex_unnamed_719; vertex_output_7.y = vertex_unnamed_720; vertex_output_7.z = vertex_input_3.w; vertex_output_7.w = 0.0f; vertex_output_0 = uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB); gl_Layer = int(vertex_unnamed_57); vertex_output_8.x = vertex_unnamed_599; vertex_output_8.y = vertex_unnamed_615; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[19] = float4(_UnderlayOffsetX, vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], _UnderlayOffsetY, vertex_uniform_buffer_0[19][2], vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], _UnderlayDilate, vertex_uniform_buffer_0[19][3]); vertex_uniform_buffer_0[19] = float4(vertex_uniform_buffer_0[19][0], vertex_uniform_buffer_0[19][1], vertex_uniform_buffer_0[19][2], _UnderlaySoftness); vertex_uniform_buffer_0[23] = float4(vertex_uniform_buffer_0[23][0], _ScaleRatioC, vertex_uniform_buffer_0[23][2], vertex_uniform_buffer_0[23][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], _TextureWidth, vertex_uniform_buffer_0[27][3]); vertex_uniform_buffer_0[27] = float4(vertex_uniform_buffer_0[27][0], vertex_uniform_buffer_0[27][1], vertex_uniform_buffer_0[27][2], _TextureHeight); vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]); vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]); vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]); vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]); vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]); vertex_uniform_buffer_2[4] = float4(unity_WorldToObject[0][0], unity_WorldToObject[1][0], unity_WorldToObject[2][0], unity_WorldToObject[3][0]); vertex_uniform_buffer_2[5] = float4(unity_WorldToObject[0][1], unity_WorldToObject[1][1], unity_WorldToObject[2][1], unity_WorldToObject[3][1]); vertex_uniform_buffer_2[6] = float4(unity_WorldToObject[0][2], unity_WorldToObject[1][2], unity_WorldToObject[2][2], unity_WorldToObject[3][2]); vertex_uniform_buffer_2[7] = float4(unity_WorldToObject[0][3], unity_WorldToObject[1][3], unity_WorldToObject[2][3], unity_WorldToObject[3][3]); vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]); vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]); vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]); vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]); vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]); vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]); vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]); vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]); vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]); vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]); vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]); vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]); vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]); vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]); vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]); vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]); vertex_uniform_buffer_3[64] = float4(unity_StereoWorldSpaceCameraPos[0][0], unity_StereoWorldSpaceCameraPos[0][1], unity_StereoWorldSpaceCameraPos[0][2], vertex_uniform_buffer_3[64][3]); vertex_uniform_buffer_3[65] = float4(unity_StereoWorldSpaceCameraPos[1][0], unity_StereoWorldSpaceCameraPos[1][1], unity_StereoWorldSpaceCameraPos[1][2], vertex_uniform_buffer_3[65][3]); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vertex_input_1 = stage_input.vertex_input_1; vertex_input_2 = stage_input.vertex_input_2; vertex_input_3 = stage_input.vertex_input_3; vertex_input_4 = stage_input.vertex_input_4; vertex_input_5 = stage_input.vertex_input_5; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_0 = vertex_output_0; stage_output.vertex_output_2 = vertex_output_2; stage_output.vertex_output_3 = vertex_output_3; stage_output.vertex_output_4 = vertex_output_4; stage_output.vertex_output_5 = vertex_output_5; stage_output.vertex_output_6 = vertex_output_6; stage_output.vertex_output_7 = vertex_output_7; stage_output.vertex_output_8 = vertex_output_8; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_41 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_45 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_47 = fragment_unnamed_45 + fragment_unnamed_41; float fragment_unnamed_50 = min(max(fragment_unnamed_47, 0.0f), 1.0f); precise float fragment_unnamed_61 = fragment_unnamed_50 * fragment_input_1.x; precise float fragment_unnamed_62 = fragment_unnamed_50 * fragment_input_1.y; precise float fragment_unnamed_63 = fragment_unnamed_50 * fragment_input_1.z; precise float fragment_unnamed_64 = fragment_unnamed_50 * fragment_input_1.w; fragment_output_0.x = fragment_unnamed_61; fragment_output_0.y = fragment_unnamed_62; fragment_output_0.z = fragment_unnamed_63; fragment_output_0.w = fragment_unnamed_64; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_44 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_48 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_50 = fragment_unnamed_48 + fragment_unnamed_44; float fragment_unnamed_53 = min(max(fragment_unnamed_50, 0.0f), 1.0f); precise float fragment_unnamed_64 = fragment_unnamed_53 * fragment_input_2.x; precise float fragment_unnamed_65 = fragment_unnamed_53 * fragment_input_2.y; precise float fragment_unnamed_66 = fragment_unnamed_53 * fragment_input_2.z; precise float fragment_unnamed_67 = fragment_unnamed_53 * fragment_input_2.w; fragment_output_0.x = fragment_unnamed_64; fragment_output_0.y = fragment_unnamed_65; fragment_output_0.z = fragment_unnamed_66; fragment_output_0.w = fragment_unnamed_67; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_41 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_45 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_47 = fragment_unnamed_45 + fragment_unnamed_41; float fragment_unnamed_50 = min(max(fragment_unnamed_47, 0.0f), 1.0f); precise float fragment_unnamed_54 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_64 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_73 = fragment_unnamed_54 + fragment_input_1.x; precise float fragment_unnamed_74 = fragment_unnamed_57 + fragment_input_1.y; precise float fragment_unnamed_75 = fragment_unnamed_60 + fragment_input_1.z; precise float fragment_unnamed_76 = fragment_unnamed_64 + fragment_input_1.w; precise float fragment_unnamed_77 = fragment_unnamed_50 * fragment_unnamed_73; precise float fragment_unnamed_78 = fragment_unnamed_50 * fragment_unnamed_74; precise float fragment_unnamed_79 = fragment_unnamed_50 * fragment_unnamed_75; precise float fragment_unnamed_80 = fragment_unnamed_50 * fragment_unnamed_76; precise float fragment_unnamed_89 = fragment_unnamed_77 + fragment_input_2.x; precise float fragment_unnamed_90 = fragment_unnamed_78 + fragment_input_2.y; precise float fragment_unnamed_91 = fragment_unnamed_79 + fragment_input_2.z; precise float fragment_unnamed_92 = fragment_unnamed_80 + fragment_input_2.w; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_96 = fragment_unnamed_95 + fragment_unnamed_41; float fragment_unnamed_98 = min(max(fragment_unnamed_96, 0.0f), 1.0f); precise float fragment_unnamed_99 = fragment_unnamed_98 * fragment_unnamed_89; precise float fragment_unnamed_100 = fragment_unnamed_98 * fragment_unnamed_90; precise float fragment_unnamed_101 = fragment_unnamed_98 * fragment_unnamed_91; precise float fragment_unnamed_102 = fragment_unnamed_98 * fragment_unnamed_92; fragment_output_0.x = fragment_unnamed_99; fragment_output_0.y = fragment_unnamed_100; fragment_output_0.z = fragment_unnamed_101; fragment_output_0.w = fragment_unnamed_102; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_44 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_48 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_50 = fragment_unnamed_48 + fragment_unnamed_44; float fragment_unnamed_53 = min(max(fragment_unnamed_50, 0.0f), 1.0f); precise float fragment_unnamed_57 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_63 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_67 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_76 = fragment_unnamed_57 + fragment_input_2.x; precise float fragment_unnamed_77 = fragment_unnamed_60 + fragment_input_2.y; precise float fragment_unnamed_78 = fragment_unnamed_63 + fragment_input_2.z; precise float fragment_unnamed_79 = fragment_unnamed_67 + fragment_input_2.w; precise float fragment_unnamed_80 = fragment_unnamed_53 * fragment_unnamed_76; precise float fragment_unnamed_81 = fragment_unnamed_53 * fragment_unnamed_77; precise float fragment_unnamed_82 = fragment_unnamed_53 * fragment_unnamed_78; precise float fragment_unnamed_83 = fragment_unnamed_53 * fragment_unnamed_79; precise float fragment_unnamed_92 = fragment_unnamed_80 + fragment_input_3.x; precise float fragment_unnamed_93 = fragment_unnamed_81 + fragment_input_3.y; precise float fragment_unnamed_94 = fragment_unnamed_82 + fragment_input_3.z; precise float fragment_unnamed_95 = fragment_unnamed_83 + fragment_input_3.w; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_99 = fragment_unnamed_98 + fragment_unnamed_44; float fragment_unnamed_101 = min(max(fragment_unnamed_99, 0.0f), 1.0f); precise float fragment_unnamed_102 = fragment_unnamed_101 * fragment_unnamed_92; precise float fragment_unnamed_103 = fragment_unnamed_101 * fragment_unnamed_93; precise float fragment_unnamed_104 = fragment_unnamed_101 * fragment_unnamed_94; precise float fragment_unnamed_105 = fragment_unnamed_101 * fragment_unnamed_95; fragment_output_0.x = fragment_unnamed_102; fragment_output_0.y = fragment_unnamed_103; fragment_output_0.z = fragment_unnamed_104; fragment_output_0.w = fragment_unnamed_105; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNDERLAY_ON #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_1.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_1.w; precise float fragment_unnamed_82 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_93 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_94 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_95 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_104 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_105 = fragment_unnamed_104 + fragment_unnamed_82; float fragment_unnamed_106 = max(fragment_unnamed_105, 0.0f); precise float fragment_unnamed_111 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_93; precise float fragment_unnamed_112 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_94; precise float fragment_unnamed_113 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_95; precise float fragment_unnamed_114 = min(fragment_unnamed_106, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_115 = (-0.0f) - fragment_unnamed_72; precise float fragment_unnamed_116 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_117 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_118 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_119 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_111 * fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_unnamed_112 * fragment_unnamed_117; precise float fragment_unnamed_122 = fragment_unnamed_113 * fragment_unnamed_118; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_120 + fragment_unnamed_69; precise float fragment_unnamed_125 = fragment_unnamed_121 + fragment_unnamed_70; precise float fragment_unnamed_126 = fragment_unnamed_122 + fragment_unnamed_71; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_130 = fragment_unnamed_124 * fragment_input_6.z; precise float fragment_unnamed_131 = fragment_unnamed_125 * fragment_input_6.z; precise float fragment_unnamed_132 = fragment_unnamed_126 * fragment_input_6.z; precise float fragment_unnamed_133 = fragment_unnamed_127 * fragment_input_6.z; fragment_output_0.x = fragment_unnamed_130; fragment_output_0.y = fragment_unnamed_131; fragment_output_0.z = fragment_unnamed_132; fragment_output_0.w = fragment_unnamed_133; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNDERLAY_ON #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifndef OUTLINE_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_72 = fragment_unnamed_61 * fragment_input_2.x; precise float fragment_unnamed_73 = fragment_unnamed_61 * fragment_input_2.y; precise float fragment_unnamed_74 = fragment_unnamed_61 * fragment_input_2.z; precise float fragment_unnamed_75 = fragment_unnamed_61 * fragment_input_2.w; precise float fragment_unnamed_85 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_96 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_97 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_98 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_107 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_108 = fragment_unnamed_107 + fragment_unnamed_85; float fragment_unnamed_109 = max(fragment_unnamed_108, 0.0f); precise float fragment_unnamed_114 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_96; precise float fragment_unnamed_115 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_97; precise float fragment_unnamed_116 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_98; precise float fragment_unnamed_117 = min(fragment_unnamed_109, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_118 = (-0.0f) - fragment_unnamed_75; precise float fragment_unnamed_119 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_121 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_122 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_115 * fragment_unnamed_120; precise float fragment_unnamed_125 = fragment_unnamed_116 * fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_unnamed_117 * fragment_unnamed_122; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_128 = fragment_unnamed_124 + fragment_unnamed_73; precise float fragment_unnamed_129 = fragment_unnamed_125 + fragment_unnamed_74; precise float fragment_unnamed_130 = fragment_unnamed_126 + fragment_unnamed_75; precise float fragment_unnamed_133 = fragment_unnamed_127 * fragment_input_7.z; precise float fragment_unnamed_134 = fragment_unnamed_128 * fragment_input_7.z; precise float fragment_unnamed_135 = fragment_unnamed_129 * fragment_input_7.z; precise float fragment_unnamed_136 = fragment_unnamed_130 * fragment_input_7.z; fragment_output_0.x = fragment_unnamed_133; fragment_output_0.y = fragment_unnamed_134; fragment_output_0.z = fragment_unnamed_135; fragment_output_0.w = fragment_unnamed_136; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // !OUTLINE_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_1.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_1.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_1.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_2.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_2.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_2.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_120 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_142 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_143 = fragment_unnamed_142 + fragment_unnamed_120; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_149 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_131; precise float fragment_unnamed_150 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_132; precise float fragment_unnamed_151 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_133; precise float fragment_unnamed_152 = min(fragment_unnamed_144, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_110; precise float fragment_unnamed_154 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_155 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_156 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_157 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_149 * fragment_unnamed_154; precise float fragment_unnamed_159 = fragment_unnamed_150 * fragment_unnamed_155; precise float fragment_unnamed_160 = fragment_unnamed_151 * fragment_unnamed_156; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_158 + fragment_unnamed_107; precise float fragment_unnamed_163 = fragment_unnamed_159 + fragment_unnamed_108; precise float fragment_unnamed_164 = fragment_unnamed_160 + fragment_unnamed_109; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_168 = fragment_unnamed_162 * fragment_input_6.z; precise float fragment_unnamed_169 = fragment_unnamed_163 * fragment_input_6.z; precise float fragment_unnamed_170 = fragment_unnamed_164 * fragment_input_6.z; precise float fragment_unnamed_171 = fragment_unnamed_165 * fragment_input_6.z; fragment_output_0.x = fragment_unnamed_168; fragment_output_0.y = fragment_unnamed_169; fragment_output_0.z = fragment_unnamed_170; fragment_output_0.w = fragment_unnamed_171; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_71 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_75 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_84 = fragment_unnamed_65 + fragment_input_2.x; precise float fragment_unnamed_85 = fragment_unnamed_68 + fragment_input_2.y; precise float fragment_unnamed_86 = fragment_unnamed_71 + fragment_input_2.z; precise float fragment_unnamed_87 = fragment_unnamed_75 + fragment_input_2.w; precise float fragment_unnamed_88 = fragment_unnamed_61 * fragment_unnamed_84; precise float fragment_unnamed_89 = fragment_unnamed_61 * fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_unnamed_61 * fragment_unnamed_86; precise float fragment_unnamed_91 = fragment_unnamed_61 * fragment_unnamed_87; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.x; precise float fragment_unnamed_101 = fragment_unnamed_89 + fragment_input_3.y; precise float fragment_unnamed_102 = fragment_unnamed_90 + fragment_input_3.z; precise float fragment_unnamed_103 = fragment_unnamed_91 + fragment_input_3.w; precise float fragment_unnamed_106 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_107 = fragment_unnamed_106 + fragment_unnamed_52; float fragment_unnamed_109 = min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_110 = fragment_unnamed_109 * fragment_unnamed_100; precise float fragment_unnamed_111 = fragment_unnamed_109 * fragment_unnamed_101; precise float fragment_unnamed_112 = fragment_unnamed_109 * fragment_unnamed_102; precise float fragment_unnamed_113 = fragment_unnamed_109 * fragment_unnamed_103; precise float fragment_unnamed_123 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_134 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_135 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_136 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_145 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_146 = fragment_unnamed_145 + fragment_unnamed_123; float fragment_unnamed_147 = max(fragment_unnamed_146, 0.0f); precise float fragment_unnamed_152 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_134; precise float fragment_unnamed_153 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_135; precise float fragment_unnamed_154 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_136; precise float fragment_unnamed_155 = min(fragment_unnamed_147, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_156 = (-0.0f) - fragment_unnamed_113; precise float fragment_unnamed_157 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_159 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_160 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_153 * fragment_unnamed_158; precise float fragment_unnamed_163 = fragment_unnamed_154 * fragment_unnamed_159; precise float fragment_unnamed_164 = fragment_unnamed_155 * fragment_unnamed_160; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_166 = fragment_unnamed_162 + fragment_unnamed_111; precise float fragment_unnamed_167 = fragment_unnamed_163 + fragment_unnamed_112; precise float fragment_unnamed_168 = fragment_unnamed_164 + fragment_unnamed_113; precise float fragment_unnamed_171 = fragment_unnamed_165 * fragment_input_7.z; precise float fragment_unnamed_172 = fragment_unnamed_166 * fragment_input_7.z; precise float fragment_unnamed_173 = fragment_unnamed_167 * fragment_input_7.z; precise float fragment_unnamed_174 = fragment_unnamed_168 * fragment_input_7.z; fragment_output_0.x = fragment_unnamed_171; fragment_output_0.y = fragment_unnamed_172; fragment_output_0.z = fragment_unnamed_173; fragment_output_0.w = fragment_unnamed_174; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_85) { if (fragment_unnamed_85) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_41 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_45 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_47 = fragment_unnamed_45 + fragment_unnamed_41; float fragment_unnamed_50 = min(max(fragment_unnamed_47, 0.0f), 1.0f); precise float fragment_unnamed_61 = fragment_unnamed_50 * fragment_input_1.x; precise float fragment_unnamed_62 = fragment_unnamed_50 * fragment_input_1.y; precise float fragment_unnamed_63 = fragment_unnamed_50 * fragment_input_1.z; precise float fragment_unnamed_64 = fragment_unnamed_50 * fragment_input_1.w; precise float fragment_unnamed_67 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_68 = fragment_unnamed_64 + fragment_unnamed_67; discard_cond((((fragment_unnamed_68 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_61; fragment_output_0.y = fragment_unnamed_62; fragment_output_0.z = fragment_unnamed_63; fragment_output_0.w = fragment_unnamed_64; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_88) { if (fragment_unnamed_88) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_44 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_48 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_50 = fragment_unnamed_48 + fragment_unnamed_44; float fragment_unnamed_53 = min(max(fragment_unnamed_50, 0.0f), 1.0f); precise float fragment_unnamed_64 = fragment_unnamed_53 * fragment_input_2.x; precise float fragment_unnamed_65 = fragment_unnamed_53 * fragment_input_2.y; precise float fragment_unnamed_66 = fragment_unnamed_53 * fragment_input_2.z; precise float fragment_unnamed_67 = fragment_unnamed_53 * fragment_input_2.w; precise float fragment_unnamed_70 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_71 = fragment_unnamed_67 + fragment_unnamed_70; discard_cond((((fragment_unnamed_71 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_64; fragment_output_0.y = fragment_unnamed_65; fragment_output_0.z = fragment_unnamed_66; fragment_output_0.w = fragment_unnamed_67; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_123) { if (fragment_unnamed_123) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_41 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_45 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_47 = fragment_unnamed_45 + fragment_unnamed_41; float fragment_unnamed_50 = min(max(fragment_unnamed_47, 0.0f), 1.0f); precise float fragment_unnamed_54 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_57 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_64 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_73 = fragment_unnamed_54 + fragment_input_1.x; precise float fragment_unnamed_74 = fragment_unnamed_57 + fragment_input_1.y; precise float fragment_unnamed_75 = fragment_unnamed_60 + fragment_input_1.z; precise float fragment_unnamed_76 = fragment_unnamed_64 + fragment_input_1.w; precise float fragment_unnamed_77 = fragment_unnamed_50 * fragment_unnamed_73; precise float fragment_unnamed_78 = fragment_unnamed_50 * fragment_unnamed_74; precise float fragment_unnamed_79 = fragment_unnamed_50 * fragment_unnamed_75; precise float fragment_unnamed_80 = fragment_unnamed_50 * fragment_unnamed_76; precise float fragment_unnamed_89 = fragment_unnamed_77 + fragment_input_2.x; precise float fragment_unnamed_90 = fragment_unnamed_78 + fragment_input_2.y; precise float fragment_unnamed_91 = fragment_unnamed_79 + fragment_input_2.z; precise float fragment_unnamed_92 = fragment_unnamed_80 + fragment_input_2.w; precise float fragment_unnamed_95 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_96 = fragment_unnamed_95 + fragment_unnamed_41; float fragment_unnamed_98 = min(max(fragment_unnamed_96, 0.0f), 1.0f); precise float fragment_unnamed_99 = fragment_unnamed_98 * fragment_unnamed_89; precise float fragment_unnamed_100 = fragment_unnamed_98 * fragment_unnamed_90; precise float fragment_unnamed_101 = fragment_unnamed_98 * fragment_unnamed_91; precise float fragment_unnamed_102 = fragment_unnamed_98 * fragment_unnamed_92; precise float fragment_unnamed_105 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_106 = fragment_unnamed_102 + fragment_unnamed_105; discard_cond((((fragment_unnamed_106 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_99; fragment_output_0.y = fragment_unnamed_100; fragment_output_0.z = fragment_unnamed_101; fragment_output_0.w = fragment_unnamed_102; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNDERLAY_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_126) { if (fragment_unnamed_126) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_44 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_48 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_50 = fragment_unnamed_48 + fragment_unnamed_44; float fragment_unnamed_53 = min(max(fragment_unnamed_50, 0.0f), 1.0f); precise float fragment_unnamed_57 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_60 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_63 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_67 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_76 = fragment_unnamed_57 + fragment_input_2.x; precise float fragment_unnamed_77 = fragment_unnamed_60 + fragment_input_2.y; precise float fragment_unnamed_78 = fragment_unnamed_63 + fragment_input_2.z; precise float fragment_unnamed_79 = fragment_unnamed_67 + fragment_input_2.w; precise float fragment_unnamed_80 = fragment_unnamed_53 * fragment_unnamed_76; precise float fragment_unnamed_81 = fragment_unnamed_53 * fragment_unnamed_77; precise float fragment_unnamed_82 = fragment_unnamed_53 * fragment_unnamed_78; precise float fragment_unnamed_83 = fragment_unnamed_53 * fragment_unnamed_79; precise float fragment_unnamed_92 = fragment_unnamed_80 + fragment_input_3.x; precise float fragment_unnamed_93 = fragment_unnamed_81 + fragment_input_3.y; precise float fragment_unnamed_94 = fragment_unnamed_82 + fragment_input_3.z; precise float fragment_unnamed_95 = fragment_unnamed_83 + fragment_input_3.w; precise float fragment_unnamed_98 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_99 = fragment_unnamed_98 + fragment_unnamed_44; float fragment_unnamed_101 = min(max(fragment_unnamed_99, 0.0f), 1.0f); precise float fragment_unnamed_102 = fragment_unnamed_101 * fragment_unnamed_92; precise float fragment_unnamed_103 = fragment_unnamed_101 * fragment_unnamed_93; precise float fragment_unnamed_104 = fragment_unnamed_101 * fragment_unnamed_94; precise float fragment_unnamed_105 = fragment_unnamed_101 * fragment_unnamed_95; precise float fragment_unnamed_108 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_109 = fragment_unnamed_105 + fragment_unnamed_108; discard_cond((((fragment_unnamed_109 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_102; fragment_output_0.y = fragment_unnamed_103; fragment_output_0.z = fragment_unnamed_104; fragment_output_0.w = fragment_unnamed_105; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNDERLAY_ON #endif // !UNITY_UI_CLIP_RECT #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_154) { if (fragment_unnamed_154) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_1.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_1.w; precise float fragment_unnamed_82 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_93 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_94 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_95 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_104 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_105 = fragment_unnamed_104 + fragment_unnamed_82; float fragment_unnamed_106 = max(fragment_unnamed_105, 0.0f); precise float fragment_unnamed_111 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_93; precise float fragment_unnamed_112 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_94; precise float fragment_unnamed_113 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_95; precise float fragment_unnamed_114 = min(fragment_unnamed_106, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_115 = (-0.0f) - fragment_unnamed_72; precise float fragment_unnamed_116 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_117 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_118 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_119 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_111 * fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_unnamed_112 * fragment_unnamed_117; precise float fragment_unnamed_122 = fragment_unnamed_113 * fragment_unnamed_118; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_120 + fragment_unnamed_69; precise float fragment_unnamed_125 = fragment_unnamed_121 + fragment_unnamed_70; precise float fragment_unnamed_126 = fragment_unnamed_122 + fragment_unnamed_71; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_130 = fragment_unnamed_124 * fragment_input_6.z; precise float fragment_unnamed_131 = fragment_unnamed_125 * fragment_input_6.z; precise float fragment_unnamed_132 = fragment_unnamed_126 * fragment_input_6.z; precise float fragment_unnamed_133 = fragment_unnamed_127 * fragment_input_6.z; precise float fragment_unnamed_136 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_137 = fragment_unnamed_133 + fragment_unnamed_136; discard_cond((((fragment_unnamed_137 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_130; fragment_output_0.y = fragment_unnamed_131; fragment_output_0.z = fragment_unnamed_132; fragment_output_0.w = fragment_unnamed_133; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef OUTLINE_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_157) { if (fragment_unnamed_157) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_72 = fragment_unnamed_61 * fragment_input_2.x; precise float fragment_unnamed_73 = fragment_unnamed_61 * fragment_input_2.y; precise float fragment_unnamed_74 = fragment_unnamed_61 * fragment_input_2.z; precise float fragment_unnamed_75 = fragment_unnamed_61 * fragment_input_2.w; precise float fragment_unnamed_85 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_96 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_97 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_98 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_107 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_108 = fragment_unnamed_107 + fragment_unnamed_85; float fragment_unnamed_109 = max(fragment_unnamed_108, 0.0f); precise float fragment_unnamed_114 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_96; precise float fragment_unnamed_115 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_97; precise float fragment_unnamed_116 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_98; precise float fragment_unnamed_117 = min(fragment_unnamed_109, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_118 = (-0.0f) - fragment_unnamed_75; precise float fragment_unnamed_119 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_121 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_122 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_115 * fragment_unnamed_120; precise float fragment_unnamed_125 = fragment_unnamed_116 * fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_unnamed_117 * fragment_unnamed_122; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_128 = fragment_unnamed_124 + fragment_unnamed_73; precise float fragment_unnamed_129 = fragment_unnamed_125 + fragment_unnamed_74; precise float fragment_unnamed_130 = fragment_unnamed_126 + fragment_unnamed_75; precise float fragment_unnamed_133 = fragment_unnamed_127 * fragment_input_7.z; precise float fragment_unnamed_134 = fragment_unnamed_128 * fragment_input_7.z; precise float fragment_unnamed_135 = fragment_unnamed_129 * fragment_input_7.z; precise float fragment_unnamed_136 = fragment_unnamed_130 * fragment_input_7.z; precise float fragment_unnamed_139 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_140 = fragment_unnamed_136 + fragment_unnamed_139; discard_cond((((fragment_unnamed_140 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_133; fragment_output_0.y = fragment_unnamed_134; fragment_output_0.z = fragment_unnamed_135; fragment_output_0.w = fragment_unnamed_136; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !OUTLINE_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_192) { if (fragment_unnamed_192) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_1.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_1.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_1.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_2.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_2.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_2.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_120 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_142 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_143 = fragment_unnamed_142 + fragment_unnamed_120; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_149 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_131; precise float fragment_unnamed_150 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_132; precise float fragment_unnamed_151 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_133; precise float fragment_unnamed_152 = min(fragment_unnamed_144, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_110; precise float fragment_unnamed_154 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_155 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_156 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_157 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_149 * fragment_unnamed_154; precise float fragment_unnamed_159 = fragment_unnamed_150 * fragment_unnamed_155; precise float fragment_unnamed_160 = fragment_unnamed_151 * fragment_unnamed_156; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_158 + fragment_unnamed_107; precise float fragment_unnamed_163 = fragment_unnamed_159 + fragment_unnamed_108; precise float fragment_unnamed_164 = fragment_unnamed_160 + fragment_unnamed_109; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_168 = fragment_unnamed_162 * fragment_input_6.z; precise float fragment_unnamed_169 = fragment_unnamed_163 * fragment_input_6.z; precise float fragment_unnamed_170 = fragment_unnamed_164 * fragment_input_6.z; precise float fragment_unnamed_171 = fragment_unnamed_165 * fragment_input_6.z; precise float fragment_unnamed_174 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_175 = fragment_unnamed_171 + fragment_unnamed_174; discard_cond((((fragment_unnamed_175 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_168; fragment_output_0.y = fragment_unnamed_169; fragment_output_0.z = fragment_unnamed_170; fragment_output_0.w = fragment_unnamed_171; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_CLIP_RECT #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifndef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; static float4 fragment_uniform_buffer_0[19]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_195) { if (fragment_unnamed_195) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_71 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_75 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_84 = fragment_unnamed_65 + fragment_input_2.x; precise float fragment_unnamed_85 = fragment_unnamed_68 + fragment_input_2.y; precise float fragment_unnamed_86 = fragment_unnamed_71 + fragment_input_2.z; precise float fragment_unnamed_87 = fragment_unnamed_75 + fragment_input_2.w; precise float fragment_unnamed_88 = fragment_unnamed_61 * fragment_unnamed_84; precise float fragment_unnamed_89 = fragment_unnamed_61 * fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_unnamed_61 * fragment_unnamed_86; precise float fragment_unnamed_91 = fragment_unnamed_61 * fragment_unnamed_87; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.x; precise float fragment_unnamed_101 = fragment_unnamed_89 + fragment_input_3.y; precise float fragment_unnamed_102 = fragment_unnamed_90 + fragment_input_3.z; precise float fragment_unnamed_103 = fragment_unnamed_91 + fragment_input_3.w; precise float fragment_unnamed_106 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_107 = fragment_unnamed_106 + fragment_unnamed_52; float fragment_unnamed_109 = min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_110 = fragment_unnamed_109 * fragment_unnamed_100; precise float fragment_unnamed_111 = fragment_unnamed_109 * fragment_unnamed_101; precise float fragment_unnamed_112 = fragment_unnamed_109 * fragment_unnamed_102; precise float fragment_unnamed_113 = fragment_unnamed_109 * fragment_unnamed_103; precise float fragment_unnamed_123 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_134 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_135 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_136 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_145 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_146 = fragment_unnamed_145 + fragment_unnamed_123; float fragment_unnamed_147 = max(fragment_unnamed_146, 0.0f); precise float fragment_unnamed_152 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_134; precise float fragment_unnamed_153 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_135; precise float fragment_unnamed_154 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_136; precise float fragment_unnamed_155 = min(fragment_unnamed_147, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_156 = (-0.0f) - fragment_unnamed_113; precise float fragment_unnamed_157 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_159 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_160 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_153 * fragment_unnamed_158; precise float fragment_unnamed_163 = fragment_unnamed_154 * fragment_unnamed_159; precise float fragment_unnamed_164 = fragment_unnamed_155 * fragment_unnamed_160; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_166 = fragment_unnamed_162 + fragment_unnamed_111; precise float fragment_unnamed_167 = fragment_unnamed_163 + fragment_unnamed_112; precise float fragment_unnamed_168 = fragment_unnamed_164 + fragment_unnamed_113; precise float fragment_unnamed_171 = fragment_unnamed_165 * fragment_input_7.z; precise float fragment_unnamed_172 = fragment_unnamed_166 * fragment_input_7.z; precise float fragment_unnamed_173 = fragment_unnamed_167 * fragment_input_7.z; precise float fragment_unnamed_174 = fragment_unnamed_168 * fragment_input_7.z; precise float fragment_unnamed_177 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_178 = fragment_unnamed_174 + fragment_unnamed_177; discard_cond((((fragment_unnamed_178 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_171; fragment_output_0.y = fragment_unnamed_172; fragment_output_0.z = fragment_unnamed_173; fragment_output_0.w = fragment_unnamed_174; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // !UNITY_UI_CLIP_RECT #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_46 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_50 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_52 = fragment_unnamed_50 + fragment_unnamed_46; float fragment_unnamed_55 = min(max(fragment_unnamed_52, 0.0f), 1.0f); precise float fragment_unnamed_66 = fragment_unnamed_55 * fragment_input_1.x; precise float fragment_unnamed_67 = fragment_unnamed_55 * fragment_input_1.y; precise float fragment_unnamed_68 = fragment_unnamed_55 * fragment_input_1.z; precise float fragment_unnamed_69 = fragment_unnamed_55 * fragment_input_1.w; precise float fragment_unnamed_75 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_77 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_82 = fragment_unnamed_75 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_83 = fragment_unnamed_77 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_86 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_89 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_96 = (-0.0f) - max(fragment_unnamed_86, fragment_input_5.x); precise float fragment_unnamed_97 = (-0.0f) - max(fragment_unnamed_89, fragment_input_5.y); precise float fragment_unnamed_98 = fragment_unnamed_96 + fragment_unnamed_82; precise float fragment_unnamed_99 = fragment_unnamed_97 + fragment_unnamed_83; precise float fragment_unnamed_104 = fragment_input_5.z * fragment_unnamed_98; precise float fragment_unnamed_105 = fragment_input_5.w * fragment_unnamed_99; precise float fragment_unnamed_110 = min(max(fragment_unnamed_105, 0.0f), 1.0f) * min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_111 = fragment_unnamed_66 * fragment_unnamed_110; precise float fragment_unnamed_112 = fragment_unnamed_67 * fragment_unnamed_110; precise float fragment_unnamed_113 = fragment_unnamed_68 * fragment_unnamed_110; precise float fragment_unnamed_114 = fragment_unnamed_69 * fragment_unnamed_110; fragment_output_0.x = fragment_unnamed_111; fragment_output_0.y = fragment_unnamed_112; fragment_output_0.z = fragment_unnamed_113; fragment_output_0.w = fragment_unnamed_114; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_2.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_2.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_2.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_2.w; precise float fragment_unnamed_78 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_80 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_85 = fragment_unnamed_78 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_86 = fragment_unnamed_80 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_89 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_92 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_99 = (-0.0f) - max(fragment_unnamed_89, fragment_input_6.x); precise float fragment_unnamed_100 = (-0.0f) - max(fragment_unnamed_92, fragment_input_6.y); precise float fragment_unnamed_101 = fragment_unnamed_99 + fragment_unnamed_85; precise float fragment_unnamed_102 = fragment_unnamed_100 + fragment_unnamed_86; precise float fragment_unnamed_107 = fragment_input_6.z * fragment_unnamed_101; precise float fragment_unnamed_108 = fragment_input_6.w * fragment_unnamed_102; precise float fragment_unnamed_113 = min(max(fragment_unnamed_108, 0.0f), 1.0f) * min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_114 = fragment_unnamed_69 * fragment_unnamed_113; precise float fragment_unnamed_115 = fragment_unnamed_70 * fragment_unnamed_113; precise float fragment_unnamed_116 = fragment_unnamed_71 * fragment_unnamed_113; precise float fragment_unnamed_117 = fragment_unnamed_72 * fragment_unnamed_113; fragment_output_0.x = fragment_unnamed_114; fragment_output_0.y = fragment_unnamed_115; fragment_output_0.z = fragment_unnamed_116; fragment_output_0.w = fragment_unnamed_117; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_46 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_50 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_52 = fragment_unnamed_50 + fragment_unnamed_46; float fragment_unnamed_55 = min(max(fragment_unnamed_52, 0.0f), 1.0f); precise float fragment_unnamed_59 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_69 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_78 = fragment_unnamed_59 + fragment_input_1.x; precise float fragment_unnamed_79 = fragment_unnamed_62 + fragment_input_1.y; precise float fragment_unnamed_80 = fragment_unnamed_65 + fragment_input_1.z; precise float fragment_unnamed_81 = fragment_unnamed_69 + fragment_input_1.w; precise float fragment_unnamed_82 = fragment_unnamed_55 * fragment_unnamed_78; precise float fragment_unnamed_83 = fragment_unnamed_55 * fragment_unnamed_79; precise float fragment_unnamed_84 = fragment_unnamed_55 * fragment_unnamed_80; precise float fragment_unnamed_85 = fragment_unnamed_55 * fragment_unnamed_81; precise float fragment_unnamed_94 = fragment_unnamed_82 + fragment_input_2.x; precise float fragment_unnamed_95 = fragment_unnamed_83 + fragment_input_2.y; precise float fragment_unnamed_96 = fragment_unnamed_84 + fragment_input_2.z; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.w; precise float fragment_unnamed_100 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_101 = fragment_unnamed_100 + fragment_unnamed_46; float fragment_unnamed_103 = min(max(fragment_unnamed_101, 0.0f), 1.0f); precise float fragment_unnamed_104 = fragment_unnamed_103 * fragment_unnamed_94; precise float fragment_unnamed_105 = fragment_unnamed_103 * fragment_unnamed_95; precise float fragment_unnamed_106 = fragment_unnamed_103 * fragment_unnamed_96; precise float fragment_unnamed_107 = fragment_unnamed_103 * fragment_unnamed_97; precise float fragment_unnamed_113 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_115 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_120 = fragment_unnamed_113 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_121 = fragment_unnamed_115 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_124 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_127 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_134 = (-0.0f) - max(fragment_unnamed_124, fragment_input_5.x); precise float fragment_unnamed_135 = (-0.0f) - max(fragment_unnamed_127, fragment_input_5.y); precise float fragment_unnamed_136 = fragment_unnamed_134 + fragment_unnamed_120; precise float fragment_unnamed_137 = fragment_unnamed_135 + fragment_unnamed_121; precise float fragment_unnamed_142 = fragment_input_5.z * fragment_unnamed_136; precise float fragment_unnamed_143 = fragment_input_5.w * fragment_unnamed_137; precise float fragment_unnamed_148 = min(max(fragment_unnamed_143, 0.0f), 1.0f) * min(max(fragment_unnamed_142, 0.0f), 1.0f); precise float fragment_unnamed_149 = fragment_unnamed_104 * fragment_unnamed_148; precise float fragment_unnamed_150 = fragment_unnamed_105 * fragment_unnamed_148; precise float fragment_unnamed_151 = fragment_unnamed_106 * fragment_unnamed_148; precise float fragment_unnamed_152 = fragment_unnamed_107 * fragment_unnamed_148; fragment_output_0.x = fragment_unnamed_149; fragment_output_0.y = fragment_unnamed_150; fragment_output_0.z = fragment_unnamed_151; fragment_output_0.w = fragment_unnamed_152; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNDERLAY_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_2.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_2.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_2.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_2.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_3.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_3.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_3.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_116 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_118 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_123 = fragment_unnamed_116 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_124 = fragment_unnamed_118 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_127 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_130 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_137 = (-0.0f) - max(fragment_unnamed_127, fragment_input_6.x); precise float fragment_unnamed_138 = (-0.0f) - max(fragment_unnamed_130, fragment_input_6.y); precise float fragment_unnamed_139 = fragment_unnamed_137 + fragment_unnamed_123; precise float fragment_unnamed_140 = fragment_unnamed_138 + fragment_unnamed_124; precise float fragment_unnamed_145 = fragment_input_6.z * fragment_unnamed_139; precise float fragment_unnamed_146 = fragment_input_6.w * fragment_unnamed_140; precise float fragment_unnamed_151 = min(max(fragment_unnamed_146, 0.0f), 1.0f) * min(max(fragment_unnamed_145, 0.0f), 1.0f); precise float fragment_unnamed_152 = fragment_unnamed_107 * fragment_unnamed_151; precise float fragment_unnamed_153 = fragment_unnamed_108 * fragment_unnamed_151; precise float fragment_unnamed_154 = fragment_unnamed_109 * fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_unnamed_110 * fragment_unnamed_151; fragment_output_0.x = fragment_unnamed_152; fragment_output_0.y = fragment_unnamed_153; fragment_output_0.z = fragment_unnamed_154; fragment_output_0.w = fragment_unnamed_155; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNDERLAY_ON #endif // !UNITY_UI_ALPHACLIP #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_1.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_1.w; precise float fragment_unnamed_82 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_93 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_94 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_95 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_104 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_105 = fragment_unnamed_104 + fragment_unnamed_82; float fragment_unnamed_106 = max(fragment_unnamed_105, 0.0f); precise float fragment_unnamed_111 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_93; precise float fragment_unnamed_112 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_94; precise float fragment_unnamed_113 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_95; precise float fragment_unnamed_114 = min(fragment_unnamed_106, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_115 = (-0.0f) - fragment_unnamed_72; precise float fragment_unnamed_116 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_117 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_118 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_119 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_111 * fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_unnamed_112 * fragment_unnamed_117; precise float fragment_unnamed_122 = fragment_unnamed_113 * fragment_unnamed_118; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_120 + fragment_unnamed_69; precise float fragment_unnamed_125 = fragment_unnamed_121 + fragment_unnamed_70; precise float fragment_unnamed_126 = fragment_unnamed_122 + fragment_unnamed_71; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_132 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_134 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_139 = fragment_unnamed_132 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_140 = fragment_unnamed_134 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_143 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_146 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - max(fragment_unnamed_143, fragment_input_5.x); precise float fragment_unnamed_154 = (-0.0f) - max(fragment_unnamed_146, fragment_input_5.y); precise float fragment_unnamed_155 = fragment_unnamed_153 + fragment_unnamed_139; precise float fragment_unnamed_156 = fragment_unnamed_154 + fragment_unnamed_140; precise float fragment_unnamed_161 = fragment_input_5.z * fragment_unnamed_155; precise float fragment_unnamed_162 = fragment_input_5.w * fragment_unnamed_156; precise float fragment_unnamed_167 = min(max(fragment_unnamed_162, 0.0f), 1.0f) * min(max(fragment_unnamed_161, 0.0f), 1.0f); precise float fragment_unnamed_168 = fragment_unnamed_124 * fragment_unnamed_167; precise float fragment_unnamed_169 = fragment_unnamed_125 * fragment_unnamed_167; precise float fragment_unnamed_170 = fragment_unnamed_126 * fragment_unnamed_167; precise float fragment_unnamed_171 = fragment_unnamed_127 * fragment_unnamed_167; precise float fragment_unnamed_174 = fragment_unnamed_168 * fragment_input_6.z; precise float fragment_unnamed_175 = fragment_unnamed_169 * fragment_input_6.z; precise float fragment_unnamed_176 = fragment_unnamed_170 * fragment_input_6.z; precise float fragment_unnamed_177 = fragment_unnamed_171 * fragment_input_6.z; fragment_output_0.x = fragment_unnamed_174; fragment_output_0.y = fragment_unnamed_175; fragment_output_0.z = fragment_unnamed_176; fragment_output_0.w = fragment_unnamed_177; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_72 = fragment_unnamed_61 * fragment_input_2.x; precise float fragment_unnamed_73 = fragment_unnamed_61 * fragment_input_2.y; precise float fragment_unnamed_74 = fragment_unnamed_61 * fragment_input_2.z; precise float fragment_unnamed_75 = fragment_unnamed_61 * fragment_input_2.w; precise float fragment_unnamed_85 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_96 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_97 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_98 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_107 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_108 = fragment_unnamed_107 + fragment_unnamed_85; float fragment_unnamed_109 = max(fragment_unnamed_108, 0.0f); precise float fragment_unnamed_114 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_96; precise float fragment_unnamed_115 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_97; precise float fragment_unnamed_116 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_98; precise float fragment_unnamed_117 = min(fragment_unnamed_109, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_118 = (-0.0f) - fragment_unnamed_75; precise float fragment_unnamed_119 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_121 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_122 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_115 * fragment_unnamed_120; precise float fragment_unnamed_125 = fragment_unnamed_116 * fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_unnamed_117 * fragment_unnamed_122; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_128 = fragment_unnamed_124 + fragment_unnamed_73; precise float fragment_unnamed_129 = fragment_unnamed_125 + fragment_unnamed_74; precise float fragment_unnamed_130 = fragment_unnamed_126 + fragment_unnamed_75; precise float fragment_unnamed_135 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_137 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_142 = fragment_unnamed_135 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_143 = fragment_unnamed_137 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_146 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_149 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_156 = (-0.0f) - max(fragment_unnamed_146, fragment_input_6.x); precise float fragment_unnamed_157 = (-0.0f) - max(fragment_unnamed_149, fragment_input_6.y); precise float fragment_unnamed_158 = fragment_unnamed_156 + fragment_unnamed_142; precise float fragment_unnamed_159 = fragment_unnamed_157 + fragment_unnamed_143; precise float fragment_unnamed_164 = fragment_input_6.z * fragment_unnamed_158; precise float fragment_unnamed_165 = fragment_input_6.w * fragment_unnamed_159; precise float fragment_unnamed_170 = min(max(fragment_unnamed_165, 0.0f), 1.0f) * min(max(fragment_unnamed_164, 0.0f), 1.0f); precise float fragment_unnamed_171 = fragment_unnamed_127 * fragment_unnamed_170; precise float fragment_unnamed_172 = fragment_unnamed_128 * fragment_unnamed_170; precise float fragment_unnamed_173 = fragment_unnamed_129 * fragment_unnamed_170; precise float fragment_unnamed_174 = fragment_unnamed_130 * fragment_unnamed_170; precise float fragment_unnamed_177 = fragment_unnamed_171 * fragment_input_7.z; precise float fragment_unnamed_178 = fragment_unnamed_172 * fragment_input_7.z; precise float fragment_unnamed_179 = fragment_unnamed_173 * fragment_input_7.z; precise float fragment_unnamed_180 = fragment_unnamed_174 * fragment_input_7.z; fragment_output_0.x = fragment_unnamed_177; fragment_output_0.y = fragment_unnamed_178; fragment_output_0.z = fragment_unnamed_179; fragment_output_0.w = fragment_unnamed_180; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_1.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_1.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_1.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_2.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_2.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_2.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_120 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_142 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_143 = fragment_unnamed_142 + fragment_unnamed_120; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_149 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_131; precise float fragment_unnamed_150 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_132; precise float fragment_unnamed_151 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_133; precise float fragment_unnamed_152 = min(fragment_unnamed_144, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_110; precise float fragment_unnamed_154 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_155 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_156 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_157 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_149 * fragment_unnamed_154; precise float fragment_unnamed_159 = fragment_unnamed_150 * fragment_unnamed_155; precise float fragment_unnamed_160 = fragment_unnamed_151 * fragment_unnamed_156; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_158 + fragment_unnamed_107; precise float fragment_unnamed_163 = fragment_unnamed_159 + fragment_unnamed_108; precise float fragment_unnamed_164 = fragment_unnamed_160 + fragment_unnamed_109; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_170 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_172 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_177 = fragment_unnamed_170 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_178 = fragment_unnamed_172 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_181 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_184 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_191 = (-0.0f) - max(fragment_unnamed_181, fragment_input_5.x); precise float fragment_unnamed_192 = (-0.0f) - max(fragment_unnamed_184, fragment_input_5.y); precise float fragment_unnamed_193 = fragment_unnamed_191 + fragment_unnamed_177; precise float fragment_unnamed_194 = fragment_unnamed_192 + fragment_unnamed_178; precise float fragment_unnamed_199 = fragment_input_5.z * fragment_unnamed_193; precise float fragment_unnamed_200 = fragment_input_5.w * fragment_unnamed_194; precise float fragment_unnamed_205 = min(max(fragment_unnamed_200, 0.0f), 1.0f) * min(max(fragment_unnamed_199, 0.0f), 1.0f); precise float fragment_unnamed_206 = fragment_unnamed_162 * fragment_unnamed_205; precise float fragment_unnamed_207 = fragment_unnamed_163 * fragment_unnamed_205; precise float fragment_unnamed_208 = fragment_unnamed_164 * fragment_unnamed_205; precise float fragment_unnamed_209 = fragment_unnamed_165 * fragment_unnamed_205; precise float fragment_unnamed_212 = fragment_unnamed_206 * fragment_input_6.z; precise float fragment_unnamed_213 = fragment_unnamed_207 * fragment_input_6.z; precise float fragment_unnamed_214 = fragment_unnamed_208 * fragment_input_6.z; precise float fragment_unnamed_215 = fragment_unnamed_209 * fragment_input_6.z; fragment_output_0.x = fragment_unnamed_212; fragment_output_0.y = fragment_unnamed_213; fragment_output_0.z = fragment_unnamed_214; fragment_output_0.w = fragment_unnamed_215; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNITY_UI_ALPHACLIP #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_CLIP_RECT #ifndef UNITY_UI_ALPHACLIP #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_71 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_75 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_84 = fragment_unnamed_65 + fragment_input_2.x; precise float fragment_unnamed_85 = fragment_unnamed_68 + fragment_input_2.y; precise float fragment_unnamed_86 = fragment_unnamed_71 + fragment_input_2.z; precise float fragment_unnamed_87 = fragment_unnamed_75 + fragment_input_2.w; precise float fragment_unnamed_88 = fragment_unnamed_61 * fragment_unnamed_84; precise float fragment_unnamed_89 = fragment_unnamed_61 * fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_unnamed_61 * fragment_unnamed_86; precise float fragment_unnamed_91 = fragment_unnamed_61 * fragment_unnamed_87; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.x; precise float fragment_unnamed_101 = fragment_unnamed_89 + fragment_input_3.y; precise float fragment_unnamed_102 = fragment_unnamed_90 + fragment_input_3.z; precise float fragment_unnamed_103 = fragment_unnamed_91 + fragment_input_3.w; precise float fragment_unnamed_106 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_107 = fragment_unnamed_106 + fragment_unnamed_52; float fragment_unnamed_109 = min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_110 = fragment_unnamed_109 * fragment_unnamed_100; precise float fragment_unnamed_111 = fragment_unnamed_109 * fragment_unnamed_101; precise float fragment_unnamed_112 = fragment_unnamed_109 * fragment_unnamed_102; precise float fragment_unnamed_113 = fragment_unnamed_109 * fragment_unnamed_103; precise float fragment_unnamed_123 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_134 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_135 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_136 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_145 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_146 = fragment_unnamed_145 + fragment_unnamed_123; float fragment_unnamed_147 = max(fragment_unnamed_146, 0.0f); precise float fragment_unnamed_152 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_134; precise float fragment_unnamed_153 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_135; precise float fragment_unnamed_154 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_136; precise float fragment_unnamed_155 = min(fragment_unnamed_147, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_156 = (-0.0f) - fragment_unnamed_113; precise float fragment_unnamed_157 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_159 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_160 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_153 * fragment_unnamed_158; precise float fragment_unnamed_163 = fragment_unnamed_154 * fragment_unnamed_159; precise float fragment_unnamed_164 = fragment_unnamed_155 * fragment_unnamed_160; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_166 = fragment_unnamed_162 + fragment_unnamed_111; precise float fragment_unnamed_167 = fragment_unnamed_163 + fragment_unnamed_112; precise float fragment_unnamed_168 = fragment_unnamed_164 + fragment_unnamed_113; precise float fragment_unnamed_173 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_175 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_180 = fragment_unnamed_173 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_181 = fragment_unnamed_175 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_184 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_187 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_194 = (-0.0f) - max(fragment_unnamed_184, fragment_input_6.x); precise float fragment_unnamed_195 = (-0.0f) - max(fragment_unnamed_187, fragment_input_6.y); precise float fragment_unnamed_196 = fragment_unnamed_194 + fragment_unnamed_180; precise float fragment_unnamed_197 = fragment_unnamed_195 + fragment_unnamed_181; precise float fragment_unnamed_202 = fragment_input_6.z * fragment_unnamed_196; precise float fragment_unnamed_203 = fragment_input_6.w * fragment_unnamed_197; precise float fragment_unnamed_208 = min(max(fragment_unnamed_203, 0.0f), 1.0f) * min(max(fragment_unnamed_202, 0.0f), 1.0f); precise float fragment_unnamed_209 = fragment_unnamed_165 * fragment_unnamed_208; precise float fragment_unnamed_210 = fragment_unnamed_166 * fragment_unnamed_208; precise float fragment_unnamed_211 = fragment_unnamed_167 * fragment_unnamed_208; precise float fragment_unnamed_212 = fragment_unnamed_168 * fragment_unnamed_208; precise float fragment_unnamed_215 = fragment_unnamed_209 * fragment_input_7.z; precise float fragment_unnamed_216 = fragment_unnamed_210 * fragment_input_7.z; precise float fragment_unnamed_217 = fragment_unnamed_211 * fragment_input_7.z; precise float fragment_unnamed_218 = fragment_unnamed_212 * fragment_input_7.z; fragment_output_0.x = fragment_unnamed_215; fragment_output_0.y = fragment_unnamed_216; fragment_output_0.z = fragment_unnamed_217; fragment_output_0.w = fragment_unnamed_218; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_CLIP_RECT #endif // !UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_135) { if (fragment_unnamed_135) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_46 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_50 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_52 = fragment_unnamed_50 + fragment_unnamed_46; float fragment_unnamed_55 = min(max(fragment_unnamed_52, 0.0f), 1.0f); precise float fragment_unnamed_66 = fragment_unnamed_55 * fragment_input_1.x; precise float fragment_unnamed_67 = fragment_unnamed_55 * fragment_input_1.y; precise float fragment_unnamed_68 = fragment_unnamed_55 * fragment_input_1.z; precise float fragment_unnamed_69 = fragment_unnamed_55 * fragment_input_1.w; precise float fragment_unnamed_75 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_77 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_82 = fragment_unnamed_75 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_83 = fragment_unnamed_77 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_86 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_89 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_96 = (-0.0f) - max(fragment_unnamed_86, fragment_input_5.x); precise float fragment_unnamed_97 = (-0.0f) - max(fragment_unnamed_89, fragment_input_5.y); precise float fragment_unnamed_98 = fragment_unnamed_96 + fragment_unnamed_82; precise float fragment_unnamed_99 = fragment_unnamed_97 + fragment_unnamed_83; precise float fragment_unnamed_104 = fragment_input_5.z * fragment_unnamed_98; precise float fragment_unnamed_105 = fragment_input_5.w * fragment_unnamed_99; precise float fragment_unnamed_110 = min(max(fragment_unnamed_105, 0.0f), 1.0f) * min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_111 = fragment_unnamed_66 * fragment_unnamed_110; precise float fragment_unnamed_112 = fragment_unnamed_67 * fragment_unnamed_110; precise float fragment_unnamed_113 = fragment_unnamed_68 * fragment_unnamed_110; precise float fragment_unnamed_114 = fragment_unnamed_69 * fragment_unnamed_110; precise float fragment_unnamed_117 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_118 = fragment_unnamed_114 + fragment_unnamed_117; discard_cond((((fragment_unnamed_118 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_111; fragment_output_0.y = fragment_unnamed_112; fragment_output_0.z = fragment_unnamed_113; fragment_output_0.w = fragment_unnamed_114; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_138) { if (fragment_unnamed_138) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_2.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_2.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_2.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_2.w; precise float fragment_unnamed_78 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_80 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_85 = fragment_unnamed_78 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_86 = fragment_unnamed_80 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_89 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_92 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_99 = (-0.0f) - max(fragment_unnamed_89, fragment_input_6.x); precise float fragment_unnamed_100 = (-0.0f) - max(fragment_unnamed_92, fragment_input_6.y); precise float fragment_unnamed_101 = fragment_unnamed_99 + fragment_unnamed_85; precise float fragment_unnamed_102 = fragment_unnamed_100 + fragment_unnamed_86; precise float fragment_unnamed_107 = fragment_input_6.z * fragment_unnamed_101; precise float fragment_unnamed_108 = fragment_input_6.w * fragment_unnamed_102; precise float fragment_unnamed_113 = min(max(fragment_unnamed_108, 0.0f), 1.0f) * min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_114 = fragment_unnamed_69 * fragment_unnamed_113; precise float fragment_unnamed_115 = fragment_unnamed_70 * fragment_unnamed_113; precise float fragment_unnamed_116 = fragment_unnamed_71 * fragment_unnamed_113; precise float fragment_unnamed_117 = fragment_unnamed_72 * fragment_unnamed_113; precise float fragment_unnamed_120 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_121 = fragment_unnamed_117 + fragment_unnamed_120; discard_cond((((fragment_unnamed_121 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_114; fragment_output_0.y = fragment_unnamed_115; fragment_output_0.z = fragment_unnamed_116; fragment_output_0.w = fragment_unnamed_117; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !UNDERLAY_ON #ifdef OUTLINE_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_173) { if (fragment_unnamed_173) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_46 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_50 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_52 = fragment_unnamed_50 + fragment_unnamed_46; float fragment_unnamed_55 = min(max(fragment_unnamed_52, 0.0f), 1.0f); precise float fragment_unnamed_59 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_69 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_78 = fragment_unnamed_59 + fragment_input_1.x; precise float fragment_unnamed_79 = fragment_unnamed_62 + fragment_input_1.y; precise float fragment_unnamed_80 = fragment_unnamed_65 + fragment_input_1.z; precise float fragment_unnamed_81 = fragment_unnamed_69 + fragment_input_1.w; precise float fragment_unnamed_82 = fragment_unnamed_55 * fragment_unnamed_78; precise float fragment_unnamed_83 = fragment_unnamed_55 * fragment_unnamed_79; precise float fragment_unnamed_84 = fragment_unnamed_55 * fragment_unnamed_80; precise float fragment_unnamed_85 = fragment_unnamed_55 * fragment_unnamed_81; precise float fragment_unnamed_94 = fragment_unnamed_82 + fragment_input_2.x; precise float fragment_unnamed_95 = fragment_unnamed_83 + fragment_input_2.y; precise float fragment_unnamed_96 = fragment_unnamed_84 + fragment_input_2.z; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.w; precise float fragment_unnamed_100 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_101 = fragment_unnamed_100 + fragment_unnamed_46; float fragment_unnamed_103 = min(max(fragment_unnamed_101, 0.0f), 1.0f); precise float fragment_unnamed_104 = fragment_unnamed_103 * fragment_unnamed_94; precise float fragment_unnamed_105 = fragment_unnamed_103 * fragment_unnamed_95; precise float fragment_unnamed_106 = fragment_unnamed_103 * fragment_unnamed_96; precise float fragment_unnamed_107 = fragment_unnamed_103 * fragment_unnamed_97; precise float fragment_unnamed_113 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_115 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_120 = fragment_unnamed_113 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_121 = fragment_unnamed_115 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_124 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_127 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_134 = (-0.0f) - max(fragment_unnamed_124, fragment_input_5.x); precise float fragment_unnamed_135 = (-0.0f) - max(fragment_unnamed_127, fragment_input_5.y); precise float fragment_unnamed_136 = fragment_unnamed_134 + fragment_unnamed_120; precise float fragment_unnamed_137 = fragment_unnamed_135 + fragment_unnamed_121; precise float fragment_unnamed_142 = fragment_input_5.z * fragment_unnamed_136; precise float fragment_unnamed_143 = fragment_input_5.w * fragment_unnamed_137; precise float fragment_unnamed_148 = min(max(fragment_unnamed_143, 0.0f), 1.0f) * min(max(fragment_unnamed_142, 0.0f), 1.0f); precise float fragment_unnamed_149 = fragment_unnamed_104 * fragment_unnamed_148; precise float fragment_unnamed_150 = fragment_unnamed_105 * fragment_unnamed_148; precise float fragment_unnamed_151 = fragment_unnamed_106 * fragment_unnamed_148; precise float fragment_unnamed_152 = fragment_unnamed_107 * fragment_unnamed_148; precise float fragment_unnamed_155 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_156 = fragment_unnamed_152 + fragment_unnamed_155; discard_cond((((fragment_unnamed_156 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_149; fragment_output_0.y = fragment_unnamed_150; fragment_output_0.z = fragment_unnamed_151; fragment_output_0.w = fragment_unnamed_152; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #endif // !UNDERLAY_ON #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef UNDERLAY_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_176) { if (fragment_unnamed_176) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_2.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_2.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_2.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_2.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_3.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_3.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_3.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_116 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_118 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_123 = fragment_unnamed_116 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_124 = fragment_unnamed_118 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_127 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_130 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_137 = (-0.0f) - max(fragment_unnamed_127, fragment_input_6.x); precise float fragment_unnamed_138 = (-0.0f) - max(fragment_unnamed_130, fragment_input_6.y); precise float fragment_unnamed_139 = fragment_unnamed_137 + fragment_unnamed_123; precise float fragment_unnamed_140 = fragment_unnamed_138 + fragment_unnamed_124; precise float fragment_unnamed_145 = fragment_input_6.z * fragment_unnamed_139; precise float fragment_unnamed_146 = fragment_input_6.w * fragment_unnamed_140; precise float fragment_unnamed_151 = min(max(fragment_unnamed_146, 0.0f), 1.0f) * min(max(fragment_unnamed_145, 0.0f), 1.0f); precise float fragment_unnamed_152 = fragment_unnamed_107 * fragment_unnamed_151; precise float fragment_unnamed_153 = fragment_unnamed_108 * fragment_unnamed_151; precise float fragment_unnamed_154 = fragment_unnamed_109 * fragment_unnamed_151; precise float fragment_unnamed_155 = fragment_unnamed_110 * fragment_unnamed_151; precise float fragment_unnamed_158 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_159 = fragment_unnamed_155 + fragment_unnamed_158; discard_cond((((fragment_unnamed_159 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_152; fragment_output_0.y = fragment_unnamed_153; fragment_output_0.z = fragment_unnamed_154; fragment_output_0.w = fragment_unnamed_155; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !UNDERLAY_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_198) { if (fragment_unnamed_198) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.w; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_69 = fragment_unnamed_58 * fragment_input_1.x; precise float fragment_unnamed_70 = fragment_unnamed_58 * fragment_input_1.y; precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.z; precise float fragment_unnamed_72 = fragment_unnamed_58 * fragment_input_1.w; precise float fragment_unnamed_82 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_93 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_94 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_95 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_104 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_105 = fragment_unnamed_104 + fragment_unnamed_82; float fragment_unnamed_106 = max(fragment_unnamed_105, 0.0f); precise float fragment_unnamed_111 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_93; precise float fragment_unnamed_112 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_94; precise float fragment_unnamed_113 = min(fragment_unnamed_106, 1.0f) * fragment_unnamed_95; precise float fragment_unnamed_114 = min(fragment_unnamed_106, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_115 = (-0.0f) - fragment_unnamed_72; precise float fragment_unnamed_116 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_117 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_118 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_119 = fragment_unnamed_115 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_111 * fragment_unnamed_116; precise float fragment_unnamed_121 = fragment_unnamed_112 * fragment_unnamed_117; precise float fragment_unnamed_122 = fragment_unnamed_113 * fragment_unnamed_118; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_120 + fragment_unnamed_69; precise float fragment_unnamed_125 = fragment_unnamed_121 + fragment_unnamed_70; precise float fragment_unnamed_126 = fragment_unnamed_122 + fragment_unnamed_71; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_132 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_134 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_139 = fragment_unnamed_132 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_140 = fragment_unnamed_134 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_143 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_146 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_153 = (-0.0f) - max(fragment_unnamed_143, fragment_input_5.x); precise float fragment_unnamed_154 = (-0.0f) - max(fragment_unnamed_146, fragment_input_5.y); precise float fragment_unnamed_155 = fragment_unnamed_153 + fragment_unnamed_139; precise float fragment_unnamed_156 = fragment_unnamed_154 + fragment_unnamed_140; precise float fragment_unnamed_161 = fragment_input_5.z * fragment_unnamed_155; precise float fragment_unnamed_162 = fragment_input_5.w * fragment_unnamed_156; precise float fragment_unnamed_167 = min(max(fragment_unnamed_162, 0.0f), 1.0f) * min(max(fragment_unnamed_161, 0.0f), 1.0f); precise float fragment_unnamed_168 = fragment_unnamed_124 * fragment_unnamed_167; precise float fragment_unnamed_169 = fragment_unnamed_125 * fragment_unnamed_167; precise float fragment_unnamed_170 = fragment_unnamed_126 * fragment_unnamed_167; precise float fragment_unnamed_171 = fragment_unnamed_127 * fragment_unnamed_167; precise float fragment_unnamed_174 = fragment_unnamed_168 * fragment_input_6.z; precise float fragment_unnamed_175 = fragment_unnamed_169 * fragment_input_6.z; precise float fragment_unnamed_176 = fragment_unnamed_170 * fragment_input_6.z; precise float fragment_unnamed_177 = fragment_unnamed_171 * fragment_input_6.z; precise float fragment_unnamed_180 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_181 = fragment_unnamed_177 + fragment_unnamed_180; discard_cond((((fragment_unnamed_181 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_174; fragment_output_0.y = fragment_unnamed_175; fragment_output_0.z = fragment_unnamed_176; fragment_output_0.w = fragment_unnamed_177; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef OUTLINE_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_201) { if (fragment_unnamed_201) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.w; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_72 = fragment_unnamed_61 * fragment_input_2.x; precise float fragment_unnamed_73 = fragment_unnamed_61 * fragment_input_2.y; precise float fragment_unnamed_74 = fragment_unnamed_61 * fragment_input_2.z; precise float fragment_unnamed_75 = fragment_unnamed_61 * fragment_input_2.w; precise float fragment_unnamed_85 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_96 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_97 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_98 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_107 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_108 = fragment_unnamed_107 + fragment_unnamed_85; float fragment_unnamed_109 = max(fragment_unnamed_108, 0.0f); precise float fragment_unnamed_114 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_96; precise float fragment_unnamed_115 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_97; precise float fragment_unnamed_116 = min(fragment_unnamed_109, 1.0f) * fragment_unnamed_98; precise float fragment_unnamed_117 = min(fragment_unnamed_109, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_118 = (-0.0f) - fragment_unnamed_75; precise float fragment_unnamed_119 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_120 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_121 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_122 = fragment_unnamed_118 + 1.0f; precise float fragment_unnamed_123 = fragment_unnamed_114 * fragment_unnamed_119; precise float fragment_unnamed_124 = fragment_unnamed_115 * fragment_unnamed_120; precise float fragment_unnamed_125 = fragment_unnamed_116 * fragment_unnamed_121; precise float fragment_unnamed_126 = fragment_unnamed_117 * fragment_unnamed_122; precise float fragment_unnamed_127 = fragment_unnamed_123 + fragment_unnamed_72; precise float fragment_unnamed_128 = fragment_unnamed_124 + fragment_unnamed_73; precise float fragment_unnamed_129 = fragment_unnamed_125 + fragment_unnamed_74; precise float fragment_unnamed_130 = fragment_unnamed_126 + fragment_unnamed_75; precise float fragment_unnamed_135 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_137 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_142 = fragment_unnamed_135 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_143 = fragment_unnamed_137 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_146 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_149 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_156 = (-0.0f) - max(fragment_unnamed_146, fragment_input_6.x); precise float fragment_unnamed_157 = (-0.0f) - max(fragment_unnamed_149, fragment_input_6.y); precise float fragment_unnamed_158 = fragment_unnamed_156 + fragment_unnamed_142; precise float fragment_unnamed_159 = fragment_unnamed_157 + fragment_unnamed_143; precise float fragment_unnamed_164 = fragment_input_6.z * fragment_unnamed_158; precise float fragment_unnamed_165 = fragment_input_6.w * fragment_unnamed_159; precise float fragment_unnamed_170 = min(max(fragment_unnamed_165, 0.0f), 1.0f) * min(max(fragment_unnamed_164, 0.0f), 1.0f); precise float fragment_unnamed_171 = fragment_unnamed_127 * fragment_unnamed_170; precise float fragment_unnamed_172 = fragment_unnamed_128 * fragment_unnamed_170; precise float fragment_unnamed_173 = fragment_unnamed_129 * fragment_unnamed_170; precise float fragment_unnamed_174 = fragment_unnamed_130 * fragment_unnamed_170; precise float fragment_unnamed_177 = fragment_unnamed_171 * fragment_input_7.z; precise float fragment_unnamed_178 = fragment_unnamed_172 * fragment_input_7.z; precise float fragment_unnamed_179 = fragment_unnamed_173 * fragment_input_7.z; precise float fragment_unnamed_180 = fragment_unnamed_174 * fragment_input_7.z; precise float fragment_unnamed_183 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_184 = fragment_unnamed_180 + fragment_unnamed_183; discard_cond((((fragment_unnamed_184 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_177; fragment_output_0.y = fragment_unnamed_178; fragment_output_0.z = fragment_unnamed_179; fragment_output_0.w = fragment_unnamed_180; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !OUTLINE_ON #ifdef OUTLINE_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static float4 fragment_input_1; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float2 fragment_input_7; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : COLOR; // COLOR float4 fragment_input_2 : COLOR1; // COLOR_1 float4 fragment_input_3 : TEXCOORD; // TEXCOORD float4 fragment_input_4 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_5 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_6 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_7 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_236) { if (fragment_unnamed_236) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_49 = fragment_input_4.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_3.x, fragment_input_3.y)).w; precise float fragment_unnamed_53 = (-0.0f) - fragment_input_4.z; precise float fragment_unnamed_55 = fragment_unnamed_53 + fragment_unnamed_49; float fragment_unnamed_58 = min(max(fragment_unnamed_55, 0.0f), 1.0f); precise float fragment_unnamed_62 = (-0.0f) - fragment_input_2.x; precise float fragment_unnamed_65 = (-0.0f) - fragment_input_2.y; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_2.z; precise float fragment_unnamed_72 = (-0.0f) - fragment_input_2.w; precise float fragment_unnamed_81 = fragment_unnamed_62 + fragment_input_1.x; precise float fragment_unnamed_82 = fragment_unnamed_65 + fragment_input_1.y; precise float fragment_unnamed_83 = fragment_unnamed_68 + fragment_input_1.z; precise float fragment_unnamed_84 = fragment_unnamed_72 + fragment_input_1.w; precise float fragment_unnamed_85 = fragment_unnamed_58 * fragment_unnamed_81; precise float fragment_unnamed_86 = fragment_unnamed_58 * fragment_unnamed_82; precise float fragment_unnamed_87 = fragment_unnamed_58 * fragment_unnamed_83; precise float fragment_unnamed_88 = fragment_unnamed_58 * fragment_unnamed_84; precise float fragment_unnamed_97 = fragment_unnamed_85 + fragment_input_2.x; precise float fragment_unnamed_98 = fragment_unnamed_86 + fragment_input_2.y; precise float fragment_unnamed_99 = fragment_unnamed_87 + fragment_input_2.z; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_2.w; precise float fragment_unnamed_103 = (-0.0f) - fragment_input_4.y; precise float fragment_unnamed_104 = fragment_unnamed_103 + fragment_unnamed_49; float fragment_unnamed_106 = min(max(fragment_unnamed_104, 0.0f), 1.0f); precise float fragment_unnamed_107 = fragment_unnamed_106 * fragment_unnamed_97; precise float fragment_unnamed_108 = fragment_unnamed_106 * fragment_unnamed_98; precise float fragment_unnamed_109 = fragment_unnamed_106 * fragment_unnamed_99; precise float fragment_unnamed_110 = fragment_unnamed_106 * fragment_unnamed_100; precise float fragment_unnamed_120 = fragment_input_7.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_6.x, fragment_input_6.y)).w; precise float fragment_unnamed_131 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_132 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_133 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_142 = (-0.0f) - fragment_input_7.y; precise float fragment_unnamed_143 = fragment_unnamed_142 + fragment_unnamed_120; float fragment_unnamed_144 = max(fragment_unnamed_143, 0.0f); precise float fragment_unnamed_149 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_131; precise float fragment_unnamed_150 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_132; precise float fragment_unnamed_151 = min(fragment_unnamed_144, 1.0f) * fragment_unnamed_133; precise float fragment_unnamed_152 = min(fragment_unnamed_144, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_153 = (-0.0f) - fragment_unnamed_110; precise float fragment_unnamed_154 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_155 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_156 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_157 = fragment_unnamed_153 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_149 * fragment_unnamed_154; precise float fragment_unnamed_159 = fragment_unnamed_150 * fragment_unnamed_155; precise float fragment_unnamed_160 = fragment_unnamed_151 * fragment_unnamed_156; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_158 + fragment_unnamed_107; precise float fragment_unnamed_163 = fragment_unnamed_159 + fragment_unnamed_108; precise float fragment_unnamed_164 = fragment_unnamed_160 + fragment_unnamed_109; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_170 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_172 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_177 = fragment_unnamed_170 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_178 = fragment_unnamed_172 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_181 = (-0.0f) - fragment_input_5.x; precise float fragment_unnamed_184 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_191 = (-0.0f) - max(fragment_unnamed_181, fragment_input_5.x); precise float fragment_unnamed_192 = (-0.0f) - max(fragment_unnamed_184, fragment_input_5.y); precise float fragment_unnamed_193 = fragment_unnamed_191 + fragment_unnamed_177; precise float fragment_unnamed_194 = fragment_unnamed_192 + fragment_unnamed_178; precise float fragment_unnamed_199 = fragment_input_5.z * fragment_unnamed_193; precise float fragment_unnamed_200 = fragment_input_5.w * fragment_unnamed_194; precise float fragment_unnamed_205 = min(max(fragment_unnamed_200, 0.0f), 1.0f) * min(max(fragment_unnamed_199, 0.0f), 1.0f); precise float fragment_unnamed_206 = fragment_unnamed_162 * fragment_unnamed_205; precise float fragment_unnamed_207 = fragment_unnamed_163 * fragment_unnamed_205; precise float fragment_unnamed_208 = fragment_unnamed_164 * fragment_unnamed_205; precise float fragment_unnamed_209 = fragment_unnamed_165 * fragment_unnamed_205; precise float fragment_unnamed_212 = fragment_unnamed_206 * fragment_input_6.z; precise float fragment_unnamed_213 = fragment_unnamed_207 * fragment_input_6.z; precise float fragment_unnamed_214 = fragment_unnamed_208 * fragment_input_6.z; precise float fragment_unnamed_215 = fragment_unnamed_209 * fragment_input_6.z; precise float fragment_unnamed_218 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_219 = fragment_unnamed_215 + fragment_unnamed_218; discard_cond((((fragment_unnamed_219 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_212; fragment_output_0.y = fragment_unnamed_213; fragment_output_0.z = fragment_unnamed_214; fragment_output_0.w = fragment_unnamed_215; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_1 = stage_input.fragment_input_1; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT #endif // !STEREO_INSTANCING_ON #ifdef OUTLINE_ON #ifdef STEREO_INSTANCING_ON #ifdef UNDERLAY_ON #ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_CLIP_RECT #define ANY_SHADER_VARIANT_ACTIVE float4 _UnderlayColor; float4 _ClipRect; static float4 fragment_uniform_buffer_0[27]; Texture2D _MainTex; SamplerState sampler_MainTex; static uint fragment_input_0; static float4 fragment_input_2; static float4 fragment_input_3; static float4 fragment_input_4; static float4 fragment_input_5; static float4 fragment_input_6; static float4 fragment_input_7; static float2 fragment_input_8; static float4 fragment_output_0; struct Fragment_Stage_Input { uint fragment_input_0 : SV_InstanceID; // SV_InstanceID float4 fragment_input_2 : COLOR; // COLOR float4 fragment_input_3 : COLOR1; // COLOR_1 float4 fragment_input_4 : TEXCOORD; // TEXCOORD float4 fragment_input_5 : TEXCOORD1; // TEXCOORD_1 float4 fragment_input_6 : TEXCOORD2; // TEXCOORD_2 float4 fragment_input_7 : TEXCOORD3; // TEXCOORD_3 float2 fragment_input_8 : TEXCOORD4; // TEXCOORD_4 }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; static bool discard_state; void discard_cond(bool fragment_unnamed_239) { if (fragment_unnamed_239) { discard_state = true; } } void discard_exit() { if (discard_state) { discard; } } void frag_main() { discard_state = false; precise float fragment_unnamed_52 = fragment_input_5.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_4.x, fragment_input_4.y)).w; precise float fragment_unnamed_56 = (-0.0f) - fragment_input_5.z; precise float fragment_unnamed_58 = fragment_unnamed_56 + fragment_unnamed_52; float fragment_unnamed_61 = min(max(fragment_unnamed_58, 0.0f), 1.0f); precise float fragment_unnamed_65 = (-0.0f) - fragment_input_3.x; precise float fragment_unnamed_68 = (-0.0f) - fragment_input_3.y; precise float fragment_unnamed_71 = (-0.0f) - fragment_input_3.z; precise float fragment_unnamed_75 = (-0.0f) - fragment_input_3.w; precise float fragment_unnamed_84 = fragment_unnamed_65 + fragment_input_2.x; precise float fragment_unnamed_85 = fragment_unnamed_68 + fragment_input_2.y; precise float fragment_unnamed_86 = fragment_unnamed_71 + fragment_input_2.z; precise float fragment_unnamed_87 = fragment_unnamed_75 + fragment_input_2.w; precise float fragment_unnamed_88 = fragment_unnamed_61 * fragment_unnamed_84; precise float fragment_unnamed_89 = fragment_unnamed_61 * fragment_unnamed_85; precise float fragment_unnamed_90 = fragment_unnamed_61 * fragment_unnamed_86; precise float fragment_unnamed_91 = fragment_unnamed_61 * fragment_unnamed_87; precise float fragment_unnamed_100 = fragment_unnamed_88 + fragment_input_3.x; precise float fragment_unnamed_101 = fragment_unnamed_89 + fragment_input_3.y; precise float fragment_unnamed_102 = fragment_unnamed_90 + fragment_input_3.z; precise float fragment_unnamed_103 = fragment_unnamed_91 + fragment_input_3.w; precise float fragment_unnamed_106 = (-0.0f) - fragment_input_5.y; precise float fragment_unnamed_107 = fragment_unnamed_106 + fragment_unnamed_52; float fragment_unnamed_109 = min(max(fragment_unnamed_107, 0.0f), 1.0f); precise float fragment_unnamed_110 = fragment_unnamed_109 * fragment_unnamed_100; precise float fragment_unnamed_111 = fragment_unnamed_109 * fragment_unnamed_101; precise float fragment_unnamed_112 = fragment_unnamed_109 * fragment_unnamed_102; precise float fragment_unnamed_113 = fragment_unnamed_109 * fragment_unnamed_103; precise float fragment_unnamed_123 = fragment_input_8.x * _MainTex.Sample(sampler_MainTex, float2(fragment_input_7.x, fragment_input_7.y)).w; precise float fragment_unnamed_134 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].x; precise float fragment_unnamed_135 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].y; precise float fragment_unnamed_136 = fragment_uniform_buffer_0[18u].w * fragment_uniform_buffer_0[18u].z; precise float fragment_unnamed_145 = (-0.0f) - fragment_input_8.y; precise float fragment_unnamed_146 = fragment_unnamed_145 + fragment_unnamed_123; float fragment_unnamed_147 = max(fragment_unnamed_146, 0.0f); precise float fragment_unnamed_152 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_134; precise float fragment_unnamed_153 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_135; precise float fragment_unnamed_154 = min(fragment_unnamed_147, 1.0f) * fragment_unnamed_136; precise float fragment_unnamed_155 = min(fragment_unnamed_147, 1.0f) * asfloat(asuint(fragment_uniform_buffer_0[18u]).w); precise float fragment_unnamed_156 = (-0.0f) - fragment_unnamed_113; precise float fragment_unnamed_157 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_158 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_159 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_160 = fragment_unnamed_156 + 1.0f; precise float fragment_unnamed_161 = fragment_unnamed_152 * fragment_unnamed_157; precise float fragment_unnamed_162 = fragment_unnamed_153 * fragment_unnamed_158; precise float fragment_unnamed_163 = fragment_unnamed_154 * fragment_unnamed_159; precise float fragment_unnamed_164 = fragment_unnamed_155 * fragment_unnamed_160; precise float fragment_unnamed_165 = fragment_unnamed_161 + fragment_unnamed_110; precise float fragment_unnamed_166 = fragment_unnamed_162 + fragment_unnamed_111; precise float fragment_unnamed_167 = fragment_unnamed_163 + fragment_unnamed_112; precise float fragment_unnamed_168 = fragment_unnamed_164 + fragment_unnamed_113; precise float fragment_unnamed_173 = (-0.0f) - fragment_uniform_buffer_0[26u].x; precise float fragment_unnamed_175 = (-0.0f) - fragment_uniform_buffer_0[26u].y; precise float fragment_unnamed_180 = fragment_unnamed_173 + fragment_uniform_buffer_0[26u].z; precise float fragment_unnamed_181 = fragment_unnamed_175 + fragment_uniform_buffer_0[26u].w; precise float fragment_unnamed_184 = (-0.0f) - fragment_input_6.x; precise float fragment_unnamed_187 = (-0.0f) - fragment_input_6.y; precise float fragment_unnamed_194 = (-0.0f) - max(fragment_unnamed_184, fragment_input_6.x); precise float fragment_unnamed_195 = (-0.0f) - max(fragment_unnamed_187, fragment_input_6.y); precise float fragment_unnamed_196 = fragment_unnamed_194 + fragment_unnamed_180; precise float fragment_unnamed_197 = fragment_unnamed_195 + fragment_unnamed_181; precise float fragment_unnamed_202 = fragment_input_6.z * fragment_unnamed_196; precise float fragment_unnamed_203 = fragment_input_6.w * fragment_unnamed_197; precise float fragment_unnamed_208 = min(max(fragment_unnamed_203, 0.0f), 1.0f) * min(max(fragment_unnamed_202, 0.0f), 1.0f); precise float fragment_unnamed_209 = fragment_unnamed_165 * fragment_unnamed_208; precise float fragment_unnamed_210 = fragment_unnamed_166 * fragment_unnamed_208; precise float fragment_unnamed_211 = fragment_unnamed_167 * fragment_unnamed_208; precise float fragment_unnamed_212 = fragment_unnamed_168 * fragment_unnamed_208; precise float fragment_unnamed_215 = fragment_unnamed_209 * fragment_input_7.z; precise float fragment_unnamed_216 = fragment_unnamed_210 * fragment_input_7.z; precise float fragment_unnamed_217 = fragment_unnamed_211 * fragment_input_7.z; precise float fragment_unnamed_218 = fragment_unnamed_212 * fragment_input_7.z; precise float fragment_unnamed_221 = (-0.0f) - asfloat(981668463u); precise float fragment_unnamed_222 = fragment_unnamed_218 + fragment_unnamed_221; discard_cond((((fragment_unnamed_222 < 0.0f) ? 4294967295u : 0u) & 4294967295u) != 0u); fragment_output_0.x = fragment_unnamed_215; fragment_output_0.y = fragment_unnamed_216; fragment_output_0.z = fragment_unnamed_217; fragment_output_0.w = fragment_unnamed_218; discard_exit(); } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[18] = float4(_UnderlayColor[0], _UnderlayColor[1], _UnderlayColor[2], _UnderlayColor[3]); fragment_uniform_buffer_0[26] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]); fragment_input_0 = stage_input.fragment_input_0; fragment_input_2 = stage_input.fragment_input_2; fragment_input_3 = stage_input.fragment_input_3; fragment_input_4 = stage_input.fragment_input_4; fragment_input_5 = stage_input.fragment_input_5; fragment_input_6 = stage_input.fragment_input_6; fragment_input_7 = stage_input.fragment_input_7; fragment_input_8 = stage_input.fragment_input_8; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // OUTLINE_ON #endif // STEREO_INSTANCING_ON #endif // UNDERLAY_ON #endif // UNITY_UI_ALPHACLIP #endif // UNITY_UI_CLIP_RECT ENDHLSL } } CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }