Files
BlockSpace-v1.5.0b/Assets/Shader/Hidden_Universal Render Pipeline_Bloom.shader
2026-06-01 17:19:55 +02:00

2694 lines
144 KiB
GLSL

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