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

2630 lines
167 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/CameraMotionBlur"
{
Properties
{
}
SubShader
{
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
Pass
{
Name "Camera Motion Blur - Low Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 45101
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
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;
float4x4 unity_MatrixInvVP;
float4 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjM;
float4x4 _PrevViewProjM;
float _Intensity;
float _Clamp;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _CameraDepthTexture;
SamplerState S0;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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[136u].x;
precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x;
precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y;
float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_67 = fragment_unnamed_64.x;
float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f);
precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x;
precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y;
precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z;
precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w;
precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x;
precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y;
precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z;
precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w;
precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120;
precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120;
precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x;
precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y;
precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w;
precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x;
precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y;
precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w;
precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159;
precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159;
precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x;
precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y;
precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w;
precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x;
precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y;
precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w;
precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197;
precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197;
precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198;
precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199;
precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160;
precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161;
precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203;
float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204)));
precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208;
precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202;
precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204;
float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y);
uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u;
precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216;
precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216;
precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_254 = frac(fragment_unnamed_252);
precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.25f;
precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f);
precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f;
float4 fragment_unnamed_270 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_275 = (-0.0f) - fragment_unnamed_257;
precise float fragment_unnamed_276 = fragment_unnamed_275 + 0.5f;
precise float fragment_unnamed_277 = fragment_unnamed_275 + 0.5f;
precise float fragment_unnamed_278 = fragment_unnamed_275 + 1.5f;
precise float fragment_unnamed_280 = fragment_unnamed_275 + 1.5f;
precise float fragment_unnamed_281 = fragment_unnamed_259 * 0.25f;
float4 fragment_unnamed_291 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_281, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_281, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_296 = fragment_unnamed_276 * 0.25f;
precise float fragment_unnamed_297 = fragment_unnamed_277 * 0.25f;
precise float fragment_unnamed_298 = fragment_unnamed_278 * 0.25f;
precise float fragment_unnamed_299 = fragment_unnamed_280 * 0.25f;
precise float fragment_unnamed_300 = (-0.0f) - fragment_unnamed_296;
precise float fragment_unnamed_301 = (-0.0f) - fragment_unnamed_297;
precise float fragment_unnamed_302 = (-0.0f) - fragment_unnamed_298;
precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_299;
float4 fragment_unnamed_315 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_300, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_301, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_323 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_302, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_303, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_328 = fragment_unnamed_270.x + fragment_unnamed_315.x;
precise float fragment_unnamed_329 = fragment_unnamed_270.y + fragment_unnamed_315.y;
precise float fragment_unnamed_330 = fragment_unnamed_270.z + fragment_unnamed_315.z;
precise float fragment_unnamed_331 = fragment_unnamed_323.x + fragment_unnamed_328;
precise float fragment_unnamed_332 = fragment_unnamed_323.y + fragment_unnamed_329;
precise float fragment_unnamed_333 = fragment_unnamed_323.z + fragment_unnamed_330;
precise float fragment_unnamed_334 = fragment_unnamed_291.x + fragment_unnamed_331;
precise float fragment_unnamed_335 = fragment_unnamed_291.y + fragment_unnamed_332;
precise float fragment_unnamed_336 = fragment_unnamed_291.z + fragment_unnamed_333;
precise float fragment_unnamed_337 = fragment_unnamed_334 * 0.25f;
precise float fragment_unnamed_338 = fragment_unnamed_335 * 0.25f;
precise float fragment_unnamed_339 = fragment_unnamed_336 * 0.25f;
fragment_output_0.x = fragment_unnamed_337;
fragment_output_0.y = fragment_unnamed_338;
fragment_output_0.z = fragment_unnamed_339;
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[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]);
fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]);
fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]);
fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]);
fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]);
fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]);
fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]);
fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]);
fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]);
fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]);
fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]);
fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]);
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjMStereo[2];
float4x4 _PrevViewProjMStereo[2];
float _Intensity;
float _Clamp;
float4 _SourceSize;
float4x4 unity_StereoMatrixInvVP[2];
static float4 fragment_uniform_buffer_0[124];
static float4 fragment_uniform_buffer_1[48];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _CameraDepthTexture;
SamplerState S0;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x;
precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y;
float fragment_unnamed_66 = float(uint(gl_Layer));
float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_76 = fragment_unnamed_73.x;
float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f);
uint fragment_unnamed_86 = uint(gl_Layer) << 2u;
precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
uint fragment_unnamed_89 = fragment_unnamed_86 + 41u;
precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x;
precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y;
precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z;
precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w;
uint fragment_unnamed_101 = fragment_unnamed_86 + 40u;
uint fragment_unnamed_113 = fragment_unnamed_86 + 42u;
uint fragment_unnamed_125 = fragment_unnamed_86 + 43u;
precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x;
precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y;
precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z;
precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w;
precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136;
precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136;
precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136;
uint fragment_unnamed_140 = fragment_unnamed_86 + 115u;
precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x;
precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y;
precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w;
uint fragment_unnamed_150 = fragment_unnamed_86 + 114u;
uint fragment_unnamed_160 = fragment_unnamed_86 + 116u;
uint fragment_unnamed_170 = fragment_unnamed_86 + 117u;
precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x;
precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y;
precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w;
precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179;
precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179;
uint fragment_unnamed_182 = fragment_unnamed_86 + 107u;
precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x;
precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y;
precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w;
uint fragment_unnamed_192 = fragment_unnamed_86 + 106u;
uint fragment_unnamed_202 = fragment_unnamed_86 + 108u;
uint fragment_unnamed_212 = fragment_unnamed_86 + 109u;
precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x;
precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y;
precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w;
precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221;
precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221;
precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222;
precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223;
precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180;
precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181;
precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227;
float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228)));
precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233;
precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226;
precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228;
float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y);
uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u;
precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241;
precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241;
precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_279 = frac(fragment_unnamed_277);
precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.25f;
precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f);
precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f;
float4 fragment_unnamed_295 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_300 = (-0.0f) - fragment_unnamed_282;
precise float fragment_unnamed_301 = fragment_unnamed_300 + 0.5f;
precise float fragment_unnamed_302 = fragment_unnamed_300 + 0.5f;
precise float fragment_unnamed_303 = fragment_unnamed_300 + 1.5f;
precise float fragment_unnamed_305 = fragment_unnamed_300 + 1.5f;
precise float fragment_unnamed_306 = fragment_unnamed_284 * 0.25f;
precise float fragment_unnamed_313 = fragment_unnamed_301 * 0.25f;
precise float fragment_unnamed_314 = fragment_unnamed_302 * 0.25f;
precise float fragment_unnamed_315 = fragment_unnamed_303 * 0.25f;
precise float fragment_unnamed_316 = fragment_unnamed_305 * 0.25f;
precise float fragment_unnamed_317 = (-0.0f) - fragment_unnamed_313;
precise float fragment_unnamed_318 = (-0.0f) - fragment_unnamed_314;
precise float fragment_unnamed_319 = (-0.0f) - fragment_unnamed_315;
precise float fragment_unnamed_320 = (-0.0f) - fragment_unnamed_316;
float4 fragment_unnamed_332 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_319, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_320, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_340 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_306, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_306, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_348 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_317, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_318, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_353 = fragment_unnamed_295.x + fragment_unnamed_348.x;
precise float fragment_unnamed_354 = fragment_unnamed_295.y + fragment_unnamed_348.y;
precise float fragment_unnamed_355 = fragment_unnamed_295.z + fragment_unnamed_348.z;
precise float fragment_unnamed_356 = fragment_unnamed_332.x + fragment_unnamed_353;
precise float fragment_unnamed_357 = fragment_unnamed_332.y + fragment_unnamed_354;
precise float fragment_unnamed_358 = fragment_unnamed_332.z + fragment_unnamed_355;
precise float fragment_unnamed_359 = fragment_unnamed_340.x + fragment_unnamed_356;
precise float fragment_unnamed_360 = fragment_unnamed_340.y + fragment_unnamed_357;
precise float fragment_unnamed_361 = fragment_unnamed_340.z + fragment_unnamed_358;
precise float fragment_unnamed_362 = fragment_unnamed_359 * 0.25f;
precise float fragment_unnamed_363 = fragment_unnamed_360 * 0.25f;
precise float fragment_unnamed_364 = fragment_unnamed_361 * 0.25f;
fragment_output_0.x = fragment_unnamed_362;
fragment_output_0.y = fragment_unnamed_363;
fragment_output_0.z = fragment_unnamed_364;
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[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]);
fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]);
fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]);
fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]);
fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]);
fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]);
fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]);
fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][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 "Camera Motion Blur - Medium Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 75950
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
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;
float4x4 unity_MatrixInvVP;
float4 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjM;
float4x4 _PrevViewProjM;
float _Intensity;
float _Clamp;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _CameraDepthTexture;
SamplerState S0;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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[136u].x;
precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x;
precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y;
float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_67 = fragment_unnamed_64.x;
float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f);
precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x;
precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y;
precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z;
precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w;
precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x;
precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y;
precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z;
precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w;
precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120;
precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120;
precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x;
precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y;
precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w;
precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x;
precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y;
precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w;
precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159;
precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159;
precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x;
precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y;
precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w;
precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x;
precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y;
precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w;
precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197;
precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197;
precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198;
precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199;
precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160;
precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161;
precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203;
float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204)));
precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208;
precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202;
precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204;
float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y);
uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u;
precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216;
precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216;
precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_254 = frac(fragment_unnamed_252);
precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.16666667163372039794921875f;
precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f);
precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f;
precise float fragment_unnamed_260 = fragment_unnamed_254 + 2.0f;
float4 fragment_unnamed_271 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_276 = (-0.0f) - fragment_unnamed_257;
precise float fragment_unnamed_277 = fragment_unnamed_276 + 0.5f;
precise float fragment_unnamed_278 = fragment_unnamed_276 + 1.5f;
precise float fragment_unnamed_280 = fragment_unnamed_276 + 2.5f;
precise float fragment_unnamed_282 = fragment_unnamed_259 * 0.16666667163372039794921875f;
precise float fragment_unnamed_283 = fragment_unnamed_259 * 0.16666667163372039794921875f;
precise float fragment_unnamed_284 = fragment_unnamed_260 * 0.16666667163372039794921875f;
precise float fragment_unnamed_285 = fragment_unnamed_260 * 0.16666667163372039794921875f;
precise float fragment_unnamed_294 = fragment_unnamed_277 * 0.16666667163372039794921875f;
precise float fragment_unnamed_295 = fragment_unnamed_278 * 0.16666667163372039794921875f;
precise float fragment_unnamed_296 = fragment_unnamed_280 * 0.16666667163372039794921875f;
precise float fragment_unnamed_297 = (-0.0f) - fragment_unnamed_294;
precise float fragment_unnamed_298 = (-0.0f) - fragment_unnamed_295;
precise float fragment_unnamed_307 = (-0.0f) - fragment_unnamed_296;
float4 fragment_unnamed_317 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_307, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_307, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_325 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_297, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_297, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_333 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_298, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_298, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_338 = fragment_unnamed_271.x + fragment_unnamed_325.x;
precise float fragment_unnamed_339 = fragment_unnamed_271.y + fragment_unnamed_325.y;
precise float fragment_unnamed_340 = fragment_unnamed_271.z + fragment_unnamed_325.z;
precise float fragment_unnamed_341 = fragment_unnamed_333.x + fragment_unnamed_338;
precise float fragment_unnamed_342 = fragment_unnamed_333.y + fragment_unnamed_339;
precise float fragment_unnamed_343 = fragment_unnamed_333.z + fragment_unnamed_340;
float4 fragment_unnamed_347 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_282, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_283, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_355 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_284, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_285, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_360 = fragment_unnamed_341 + fragment_unnamed_347.x;
precise float fragment_unnamed_361 = fragment_unnamed_342 + fragment_unnamed_347.y;
precise float fragment_unnamed_362 = fragment_unnamed_343 + fragment_unnamed_347.z;
precise float fragment_unnamed_363 = fragment_unnamed_317.x + fragment_unnamed_360;
precise float fragment_unnamed_364 = fragment_unnamed_317.y + fragment_unnamed_361;
precise float fragment_unnamed_365 = fragment_unnamed_317.z + fragment_unnamed_362;
precise float fragment_unnamed_366 = fragment_unnamed_355.x + fragment_unnamed_363;
precise float fragment_unnamed_367 = fragment_unnamed_355.y + fragment_unnamed_364;
precise float fragment_unnamed_368 = fragment_unnamed_355.z + fragment_unnamed_365;
precise float fragment_unnamed_369 = fragment_unnamed_366 * 0.16666667163372039794921875f;
precise float fragment_unnamed_370 = fragment_unnamed_367 * 0.16666667163372039794921875f;
precise float fragment_unnamed_371 = fragment_unnamed_368 * 0.16666667163372039794921875f;
fragment_output_0.x = fragment_unnamed_369;
fragment_output_0.y = fragment_unnamed_370;
fragment_output_0.z = fragment_unnamed_371;
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[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]);
fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]);
fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]);
fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]);
fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]);
fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]);
fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]);
fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]);
fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]);
fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]);
fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]);
fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]);
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjMStereo[2];
float4x4 _PrevViewProjMStereo[2];
float _Intensity;
float _Clamp;
float4 _SourceSize;
float4x4 unity_StereoMatrixInvVP[2];
static float4 fragment_uniform_buffer_0[124];
static float4 fragment_uniform_buffer_1[48];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _CameraDepthTexture;
SamplerState S0;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x;
precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y;
float fragment_unnamed_66 = float(uint(gl_Layer));
float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_76 = fragment_unnamed_73.x;
float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f);
uint fragment_unnamed_86 = uint(gl_Layer) << 2u;
precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
uint fragment_unnamed_89 = fragment_unnamed_86 + 41u;
precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x;
precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y;
precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z;
precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w;
uint fragment_unnamed_101 = fragment_unnamed_86 + 40u;
uint fragment_unnamed_113 = fragment_unnamed_86 + 42u;
uint fragment_unnamed_125 = fragment_unnamed_86 + 43u;
precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x;
precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y;
precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z;
precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w;
precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136;
precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136;
precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136;
uint fragment_unnamed_140 = fragment_unnamed_86 + 115u;
precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x;
precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y;
precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w;
uint fragment_unnamed_150 = fragment_unnamed_86 + 114u;
uint fragment_unnamed_160 = fragment_unnamed_86 + 116u;
uint fragment_unnamed_170 = fragment_unnamed_86 + 117u;
precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x;
precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y;
precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w;
precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179;
precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179;
uint fragment_unnamed_182 = fragment_unnamed_86 + 107u;
precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x;
precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y;
precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w;
uint fragment_unnamed_192 = fragment_unnamed_86 + 106u;
uint fragment_unnamed_202 = fragment_unnamed_86 + 108u;
uint fragment_unnamed_212 = fragment_unnamed_86 + 109u;
precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x;
precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y;
precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w;
precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221;
precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221;
precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222;
precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223;
precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180;
precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181;
precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227;
float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228)));
precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233;
precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226;
precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228;
float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y);
uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u;
precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241;
precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241;
precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_279 = frac(fragment_unnamed_277);
precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.16666667163372039794921875f;
precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f);
precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f;
precise float fragment_unnamed_285 = fragment_unnamed_279 + 2.0f;
float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_301 = (-0.0f) - fragment_unnamed_282;
precise float fragment_unnamed_302 = fragment_unnamed_301 + 0.5f;
precise float fragment_unnamed_303 = fragment_unnamed_301 + 1.5f;
precise float fragment_unnamed_305 = fragment_unnamed_301 + 2.5f;
precise float fragment_unnamed_307 = fragment_unnamed_284 * 0.16666667163372039794921875f;
precise float fragment_unnamed_308 = fragment_unnamed_284 * 0.16666667163372039794921875f;
precise float fragment_unnamed_309 = fragment_unnamed_285 * 0.16666667163372039794921875f;
precise float fragment_unnamed_310 = fragment_unnamed_285 * 0.16666667163372039794921875f;
precise float fragment_unnamed_319 = fragment_unnamed_302 * 0.16666667163372039794921875f;
precise float fragment_unnamed_320 = fragment_unnamed_303 * 0.16666667163372039794921875f;
precise float fragment_unnamed_321 = fragment_unnamed_305 * 0.16666667163372039794921875f;
precise float fragment_unnamed_322 = (-0.0f) - fragment_unnamed_319;
precise float fragment_unnamed_323 = (-0.0f) - fragment_unnamed_320;
precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_321;
float4 fragment_unnamed_342 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_323, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_323, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_350 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_322, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_322, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_355 = fragment_unnamed_296.x + fragment_unnamed_350.x;
precise float fragment_unnamed_356 = fragment_unnamed_296.y + fragment_unnamed_350.y;
precise float fragment_unnamed_357 = fragment_unnamed_296.z + fragment_unnamed_350.z;
precise float fragment_unnamed_358 = fragment_unnamed_342.x + fragment_unnamed_355;
precise float fragment_unnamed_359 = fragment_unnamed_342.y + fragment_unnamed_356;
precise float fragment_unnamed_360 = fragment_unnamed_342.z + fragment_unnamed_357;
float4 fragment_unnamed_364 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_307, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_308, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_369 = fragment_unnamed_358 + fragment_unnamed_364.x;
precise float fragment_unnamed_370 = fragment_unnamed_359 + fragment_unnamed_364.y;
precise float fragment_unnamed_371 = fragment_unnamed_360 + fragment_unnamed_364.z;
float4 fragment_unnamed_375 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_332, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_332, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_383 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_309, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_310, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_388 = fragment_unnamed_369 + fragment_unnamed_375.x;
precise float fragment_unnamed_389 = fragment_unnamed_370 + fragment_unnamed_375.y;
precise float fragment_unnamed_390 = fragment_unnamed_371 + fragment_unnamed_375.z;
precise float fragment_unnamed_391 = fragment_unnamed_383.x + fragment_unnamed_388;
precise float fragment_unnamed_392 = fragment_unnamed_383.y + fragment_unnamed_389;
precise float fragment_unnamed_393 = fragment_unnamed_383.z + fragment_unnamed_390;
precise float fragment_unnamed_394 = fragment_unnamed_391 * 0.16666667163372039794921875f;
precise float fragment_unnamed_395 = fragment_unnamed_392 * 0.16666667163372039794921875f;
precise float fragment_unnamed_396 = fragment_unnamed_393 * 0.16666667163372039794921875f;
fragment_output_0.x = fragment_unnamed_394;
fragment_output_0.y = fragment_unnamed_395;
fragment_output_0.z = fragment_unnamed_396;
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[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]);
fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]);
fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]);
fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]);
fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]);
fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]);
fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]);
fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][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 "Camera Motion Blur - High Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 138403
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
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;
float4x4 unity_MatrixInvVP;
float4 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjM;
float4x4 _PrevViewProjM;
float _Intensity;
float _Clamp;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _CameraDepthTexture;
SamplerState S0;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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[136u].x;
precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x;
precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y;
float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_67 = fragment_unnamed_64.x;
float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f);
precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x;
precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y;
precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z;
precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w;
precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x;
precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y;
precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z;
precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w;
precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120;
precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120;
precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x;
precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y;
precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w;
precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x;
precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y;
precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w;
precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159;
precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159;
precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x;
precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y;
precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w;
precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x;
precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y;
precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w;
precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197;
precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197;
precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198;
precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199;
precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160;
precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161;
precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203;
float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204)));
precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208;
precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202;
precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204;
float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y);
uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u;
precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216;
precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216;
precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_254 = frac(fragment_unnamed_252);
precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.125f;
precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f);
precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f;
precise float fragment_unnamed_260 = fragment_unnamed_254 + 2.0f;
precise float fragment_unnamed_261 = fragment_unnamed_254 + 3.0f;
float4 fragment_unnamed_273 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_278 = (-0.0f) - fragment_unnamed_257;
precise float fragment_unnamed_279 = fragment_unnamed_278 + 0.5f;
precise float fragment_unnamed_280 = fragment_unnamed_278 + 1.5f;
precise float fragment_unnamed_282 = fragment_unnamed_278 + 2.5f;
precise float fragment_unnamed_284 = fragment_unnamed_278 + 3.5f;
precise float fragment_unnamed_286 = fragment_unnamed_259 * 0.125f;
precise float fragment_unnamed_287 = fragment_unnamed_260 * 0.125f;
precise float fragment_unnamed_288 = fragment_unnamed_261 * 0.125f;
precise float fragment_unnamed_289 = fragment_unnamed_279 * 0.125f;
precise float fragment_unnamed_290 = fragment_unnamed_280 * 0.125f;
precise float fragment_unnamed_291 = fragment_unnamed_282 * 0.125f;
precise float fragment_unnamed_292 = fragment_unnamed_284 * 0.125f;
precise float fragment_unnamed_293 = (-0.0f) - fragment_unnamed_289;
precise float fragment_unnamed_294 = (-0.0f) - fragment_unnamed_290;
precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_291;
precise float fragment_unnamed_304 = (-0.0f) - fragment_unnamed_292;
float4 fragment_unnamed_316 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_293, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_293, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_324 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_294, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_294, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_329 = fragment_unnamed_273.x + fragment_unnamed_316.x;
precise float fragment_unnamed_330 = fragment_unnamed_273.y + fragment_unnamed_316.y;
precise float fragment_unnamed_331 = fragment_unnamed_273.z + fragment_unnamed_316.z;
precise float fragment_unnamed_332 = fragment_unnamed_324.x + fragment_unnamed_329;
precise float fragment_unnamed_333 = fragment_unnamed_324.y + fragment_unnamed_330;
precise float fragment_unnamed_334 = fragment_unnamed_324.z + fragment_unnamed_331;
float4 fragment_unnamed_352 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_288, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_288, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_360 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_286, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_286, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_368 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_287, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_287, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_373 = fragment_unnamed_360.x + fragment_unnamed_332;
precise float fragment_unnamed_374 = fragment_unnamed_360.y + fragment_unnamed_333;
precise float fragment_unnamed_375 = fragment_unnamed_360.z + fragment_unnamed_334;
float4 fragment_unnamed_379 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_303, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_303, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_387 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_304, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_304, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_392 = fragment_unnamed_373 + fragment_unnamed_379.x;
precise float fragment_unnamed_393 = fragment_unnamed_374 + fragment_unnamed_379.y;
precise float fragment_unnamed_394 = fragment_unnamed_375 + fragment_unnamed_379.z;
precise float fragment_unnamed_395 = fragment_unnamed_368.x + fragment_unnamed_392;
precise float fragment_unnamed_396 = fragment_unnamed_368.y + fragment_unnamed_393;
precise float fragment_unnamed_397 = fragment_unnamed_368.z + fragment_unnamed_394;
precise float fragment_unnamed_398 = fragment_unnamed_387.x + fragment_unnamed_395;
precise float fragment_unnamed_399 = fragment_unnamed_387.y + fragment_unnamed_396;
precise float fragment_unnamed_400 = fragment_unnamed_387.z + fragment_unnamed_397;
precise float fragment_unnamed_401 = fragment_unnamed_352.x + fragment_unnamed_398;
precise float fragment_unnamed_402 = fragment_unnamed_352.y + fragment_unnamed_399;
precise float fragment_unnamed_403 = fragment_unnamed_352.z + fragment_unnamed_400;
precise float fragment_unnamed_404 = fragment_unnamed_401 * 0.125f;
precise float fragment_unnamed_405 = fragment_unnamed_402 * 0.125f;
precise float fragment_unnamed_406 = fragment_unnamed_403 * 0.125f;
fragment_output_0.x = fragment_unnamed_404;
fragment_output_0.y = fragment_unnamed_405;
fragment_output_0.z = fragment_unnamed_406;
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[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]);
fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]);
fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]);
fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]);
fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]);
fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]);
fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]);
fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]);
fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]);
fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]);
fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]);
fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]);
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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 _CameraDepthTexture_TexelSize;
float4x4 _ViewProjMStereo[2];
float4x4 _PrevViewProjMStereo[2];
float _Intensity;
float _Clamp;
float4 _SourceSize;
float4x4 unity_StereoMatrixInvVP[2];
static float4 fragment_uniform_buffer_0[124];
static float4 fragment_uniform_buffer_1[48];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _CameraDepthTexture;
SamplerState S0;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x;
precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y;
float fragment_unnamed_66 = float(uint(gl_Layer));
float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_76 = fragment_unnamed_73.x;
float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f);
uint fragment_unnamed_86 = uint(gl_Layer) << 2u;
precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
uint fragment_unnamed_89 = fragment_unnamed_86 + 41u;
precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x;
precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y;
precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z;
precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w;
uint fragment_unnamed_101 = fragment_unnamed_86 + 40u;
uint fragment_unnamed_113 = fragment_unnamed_86 + 42u;
uint fragment_unnamed_125 = fragment_unnamed_86 + 43u;
precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x;
precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y;
precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z;
precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w;
precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136;
precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136;
precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136;
uint fragment_unnamed_140 = fragment_unnamed_86 + 115u;
precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x;
precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y;
precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w;
uint fragment_unnamed_150 = fragment_unnamed_86 + 114u;
uint fragment_unnamed_160 = fragment_unnamed_86 + 116u;
uint fragment_unnamed_170 = fragment_unnamed_86 + 117u;
precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x;
precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y;
precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w;
precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179;
precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179;
uint fragment_unnamed_182 = fragment_unnamed_86 + 107u;
precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x;
precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y;
precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w;
uint fragment_unnamed_192 = fragment_unnamed_86 + 106u;
uint fragment_unnamed_202 = fragment_unnamed_86 + 108u;
uint fragment_unnamed_212 = fragment_unnamed_86 + 109u;
precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x;
precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y;
precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w;
precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221;
precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221;
precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222;
precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223;
precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180;
precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181;
precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227;
float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228)));
precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233;
precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226;
precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228;
float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y);
uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u;
precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241;
precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241;
precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_279 = frac(fragment_unnamed_277);
precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.125f;
precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f);
precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f;
precise float fragment_unnamed_285 = fragment_unnamed_279 + 2.0f;
precise float fragment_unnamed_286 = fragment_unnamed_279 + 3.0f;
float4 fragment_unnamed_298 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_282;
precise float fragment_unnamed_304 = fragment_unnamed_303 + 0.5f;
precise float fragment_unnamed_305 = fragment_unnamed_303 + 1.5f;
precise float fragment_unnamed_307 = fragment_unnamed_303 + 2.5f;
precise float fragment_unnamed_309 = fragment_unnamed_303 + 3.5f;
precise float fragment_unnamed_311 = fragment_unnamed_284 * 0.125f;
precise float fragment_unnamed_312 = fragment_unnamed_285 * 0.125f;
precise float fragment_unnamed_313 = fragment_unnamed_286 * 0.125f;
precise float fragment_unnamed_314 = fragment_unnamed_304 * 0.125f;
precise float fragment_unnamed_315 = fragment_unnamed_305 * 0.125f;
precise float fragment_unnamed_316 = fragment_unnamed_307 * 0.125f;
precise float fragment_unnamed_317 = fragment_unnamed_309 * 0.125f;
precise float fragment_unnamed_318 = (-0.0f) - fragment_unnamed_314;
precise float fragment_unnamed_319 = (-0.0f) - fragment_unnamed_315;
precise float fragment_unnamed_328 = (-0.0f) - fragment_unnamed_317;
precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_316;
float4 fragment_unnamed_341 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_319, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_319, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_349 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_318, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_318, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_354 = fragment_unnamed_298.x + fragment_unnamed_349.x;
precise float fragment_unnamed_355 = fragment_unnamed_298.y + fragment_unnamed_349.y;
precise float fragment_unnamed_356 = fragment_unnamed_298.z + fragment_unnamed_349.z;
precise float fragment_unnamed_357 = fragment_unnamed_341.x + fragment_unnamed_354;
precise float fragment_unnamed_358 = fragment_unnamed_341.y + fragment_unnamed_355;
precise float fragment_unnamed_359 = fragment_unnamed_341.z + fragment_unnamed_356;
float4 fragment_unnamed_377 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_311, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_311, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_382 = fragment_unnamed_357 + fragment_unnamed_377.x;
precise float fragment_unnamed_383 = fragment_unnamed_358 + fragment_unnamed_377.y;
precise float fragment_unnamed_384 = fragment_unnamed_359 + fragment_unnamed_377.z;
float4 fragment_unnamed_388 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_329, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_329, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_393 = fragment_unnamed_382 + fragment_unnamed_388.x;
precise float fragment_unnamed_394 = fragment_unnamed_383 + fragment_unnamed_388.y;
precise float fragment_unnamed_395 = fragment_unnamed_384 + fragment_unnamed_388.z;
float4 fragment_unnamed_399 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_312, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_312, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_404 = fragment_unnamed_393 + fragment_unnamed_399.x;
precise float fragment_unnamed_405 = fragment_unnamed_394 + fragment_unnamed_399.y;
precise float fragment_unnamed_406 = fragment_unnamed_395 + fragment_unnamed_399.z;
float4 fragment_unnamed_410 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_328, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_328, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_418 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_313, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_313, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_423 = fragment_unnamed_404 + fragment_unnamed_410.x;
precise float fragment_unnamed_424 = fragment_unnamed_405 + fragment_unnamed_410.y;
precise float fragment_unnamed_425 = fragment_unnamed_406 + fragment_unnamed_410.z;
precise float fragment_unnamed_426 = fragment_unnamed_418.x + fragment_unnamed_423;
precise float fragment_unnamed_427 = fragment_unnamed_418.y + fragment_unnamed_424;
precise float fragment_unnamed_428 = fragment_unnamed_418.z + fragment_unnamed_425;
precise float fragment_unnamed_429 = fragment_unnamed_426 * 0.125f;
precise float fragment_unnamed_430 = fragment_unnamed_427 * 0.125f;
precise float fragment_unnamed_431 = fragment_unnamed_428 * 0.125f;
fragment_output_0.x = fragment_unnamed_429;
fragment_output_0.y = fragment_unnamed_430;
fragment_output_0.z = fragment_unnamed_431;
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[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]);
fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]);
fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]);
fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]);
fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]);
fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]);
fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]);
fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]);
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]);
fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]);
fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]);
fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]);
fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]);
fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]);
fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]);
fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][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 "Camera And Object Motion Blur - Low Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 255410
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_55 = frac(fragment_unnamed_53);
precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.25f;
precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f);
precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f;
float4 fragment_unnamed_72 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_76 = (-0.0f) - fragment_unnamed_72.x;
precise float fragment_unnamed_78 = (-0.0f) - fragment_unnamed_72.y;
precise float fragment_unnamed_83 = fragment_unnamed_76 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_84 = fragment_unnamed_78 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_85 = fragment_unnamed_83 + fragment_unnamed_83;
precise float fragment_unnamed_86 = fragment_unnamed_84 + fragment_unnamed_84;
float4 fragment_unnamed_97 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_102 = (-0.0f) - fragment_unnamed_58;
precise float fragment_unnamed_103 = fragment_unnamed_102 + 0.5f;
precise float fragment_unnamed_105 = fragment_unnamed_102 + 0.5f;
precise float fragment_unnamed_106 = fragment_unnamed_102 + 1.5f;
precise float fragment_unnamed_108 = fragment_unnamed_102 + 1.5f;
precise float fragment_unnamed_109 = fragment_unnamed_60 * 0.25f;
float4 fragment_unnamed_119 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_109, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_109, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_124 = fragment_unnamed_103 * 0.25f;
precise float fragment_unnamed_125 = fragment_unnamed_105 * 0.25f;
precise float fragment_unnamed_126 = fragment_unnamed_106 * 0.25f;
precise float fragment_unnamed_127 = fragment_unnamed_108 * 0.25f;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_129 = (-0.0f) - fragment_unnamed_125;
precise float fragment_unnamed_130 = (-0.0f) - fragment_unnamed_126;
precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_127;
float4 fragment_unnamed_143 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_128, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_129, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_151 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_130, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_131, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_156 = fragment_unnamed_97.x + fragment_unnamed_143.x;
precise float fragment_unnamed_157 = fragment_unnamed_97.y + fragment_unnamed_143.y;
precise float fragment_unnamed_158 = fragment_unnamed_97.z + fragment_unnamed_143.z;
precise float fragment_unnamed_159 = fragment_unnamed_151.x + fragment_unnamed_156;
precise float fragment_unnamed_160 = fragment_unnamed_151.y + fragment_unnamed_157;
precise float fragment_unnamed_161 = fragment_unnamed_151.z + fragment_unnamed_158;
precise float fragment_unnamed_162 = fragment_unnamed_119.x + fragment_unnamed_159;
precise float fragment_unnamed_163 = fragment_unnamed_119.y + fragment_unnamed_160;
precise float fragment_unnamed_164 = fragment_unnamed_119.z + fragment_unnamed_161;
precise float fragment_unnamed_165 = fragment_unnamed_162 * 0.25f;
precise float fragment_unnamed_166 = fragment_unnamed_163 * 0.25f;
precise float fragment_unnamed_167 = fragment_unnamed_164 * 0.25f;
fragment_output_0.x = fragment_unnamed_165;
fragment_output_0.y = fragment_unnamed_166;
fragment_output_0.z = fragment_unnamed_167;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[124];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_57 = frac(fragment_unnamed_55);
precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.25f;
precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f);
precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f;
float fragment_unnamed_69 = float(uint(gl_Layer));
float4 fragment_unnamed_76 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_69), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_81 = (-0.0f) - fragment_unnamed_76.x;
precise float fragment_unnamed_83 = (-0.0f) - fragment_unnamed_76.y;
precise float fragment_unnamed_88 = fragment_unnamed_81 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_89 = fragment_unnamed_83 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_88;
precise float fragment_unnamed_91 = fragment_unnamed_89 + fragment_unnamed_89;
float4 fragment_unnamed_102 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_107 = (-0.0f) - fragment_unnamed_60;
precise float fragment_unnamed_108 = fragment_unnamed_107 + 0.5f;
precise float fragment_unnamed_110 = fragment_unnamed_107 + 0.5f;
precise float fragment_unnamed_111 = fragment_unnamed_107 + 1.5f;
precise float fragment_unnamed_113 = fragment_unnamed_107 + 1.5f;
precise float fragment_unnamed_114 = fragment_unnamed_62 * 0.25f;
precise float fragment_unnamed_121 = fragment_unnamed_108 * 0.25f;
precise float fragment_unnamed_122 = fragment_unnamed_110 * 0.25f;
precise float fragment_unnamed_123 = fragment_unnamed_111 * 0.25f;
precise float fragment_unnamed_124 = fragment_unnamed_113 * 0.25f;
precise float fragment_unnamed_125 = (-0.0f) - fragment_unnamed_121;
precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_122;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124;
float4 fragment_unnamed_140 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_127, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_128, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_148 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_114, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_114, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_156 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_125, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_126, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_161 = fragment_unnamed_102.x + fragment_unnamed_156.x;
precise float fragment_unnamed_162 = fragment_unnamed_102.y + fragment_unnamed_156.y;
precise float fragment_unnamed_163 = fragment_unnamed_102.z + fragment_unnamed_156.z;
precise float fragment_unnamed_164 = fragment_unnamed_140.x + fragment_unnamed_161;
precise float fragment_unnamed_165 = fragment_unnamed_140.y + fragment_unnamed_162;
precise float fragment_unnamed_166 = fragment_unnamed_140.z + fragment_unnamed_163;
precise float fragment_unnamed_167 = fragment_unnamed_148.x + fragment_unnamed_164;
precise float fragment_unnamed_168 = fragment_unnamed_148.y + fragment_unnamed_165;
precise float fragment_unnamed_169 = fragment_unnamed_148.z + fragment_unnamed_166;
precise float fragment_unnamed_170 = fragment_unnamed_167 * 0.25f;
precise float fragment_unnamed_171 = fragment_unnamed_168 * 0.25f;
precise float fragment_unnamed_172 = fragment_unnamed_169 * 0.25f;
fragment_output_0.x = fragment_unnamed_170;
fragment_output_0.y = fragment_unnamed_171;
fragment_output_0.z = fragment_unnamed_172;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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 "Camera And Object Motion Blur - Medium Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 299718
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_55 = frac(fragment_unnamed_53);
precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.16666667163372039794921875f;
precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f);
precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f;
precise float fragment_unnamed_62 = fragment_unnamed_55 + 2.0f;
float4 fragment_unnamed_74 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_78 = (-0.0f) - fragment_unnamed_74.x;
precise float fragment_unnamed_80 = (-0.0f) - fragment_unnamed_74.y;
precise float fragment_unnamed_85 = fragment_unnamed_78 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_86 = fragment_unnamed_80 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_87 = fragment_unnamed_85 + fragment_unnamed_85;
precise float fragment_unnamed_88 = fragment_unnamed_86 + fragment_unnamed_86;
float4 fragment_unnamed_99 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_104 = (-0.0f) - fragment_unnamed_58;
precise float fragment_unnamed_105 = fragment_unnamed_104 + 0.5f;
precise float fragment_unnamed_107 = fragment_unnamed_104 + 1.5f;
precise float fragment_unnamed_109 = fragment_unnamed_104 + 2.5f;
precise float fragment_unnamed_111 = fragment_unnamed_60 * 0.16666667163372039794921875f;
precise float fragment_unnamed_112 = fragment_unnamed_60 * 0.16666667163372039794921875f;
precise float fragment_unnamed_113 = fragment_unnamed_62 * 0.16666667163372039794921875f;
precise float fragment_unnamed_114 = fragment_unnamed_62 * 0.16666667163372039794921875f;
precise float fragment_unnamed_123 = fragment_unnamed_105 * 0.16666667163372039794921875f;
precise float fragment_unnamed_124 = fragment_unnamed_107 * 0.16666667163372039794921875f;
precise float fragment_unnamed_125 = fragment_unnamed_109 * 0.16666667163372039794921875f;
precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_125;
float4 fragment_unnamed_146 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_136, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_136, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_154 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_126, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_126, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_162 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_127, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_127, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_167 = fragment_unnamed_99.x + fragment_unnamed_154.x;
precise float fragment_unnamed_168 = fragment_unnamed_99.y + fragment_unnamed_154.y;
precise float fragment_unnamed_169 = fragment_unnamed_99.z + fragment_unnamed_154.z;
precise float fragment_unnamed_170 = fragment_unnamed_162.x + fragment_unnamed_167;
precise float fragment_unnamed_171 = fragment_unnamed_162.y + fragment_unnamed_168;
precise float fragment_unnamed_172 = fragment_unnamed_162.z + fragment_unnamed_169;
float4 fragment_unnamed_176 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_111, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_112, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_184 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_113, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_114, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_189 = fragment_unnamed_170 + fragment_unnamed_176.x;
precise float fragment_unnamed_190 = fragment_unnamed_171 + fragment_unnamed_176.y;
precise float fragment_unnamed_191 = fragment_unnamed_172 + fragment_unnamed_176.z;
precise float fragment_unnamed_192 = fragment_unnamed_146.x + fragment_unnamed_189;
precise float fragment_unnamed_193 = fragment_unnamed_146.y + fragment_unnamed_190;
precise float fragment_unnamed_194 = fragment_unnamed_146.z + fragment_unnamed_191;
precise float fragment_unnamed_195 = fragment_unnamed_184.x + fragment_unnamed_192;
precise float fragment_unnamed_196 = fragment_unnamed_184.y + fragment_unnamed_193;
precise float fragment_unnamed_197 = fragment_unnamed_184.z + fragment_unnamed_194;
precise float fragment_unnamed_198 = fragment_unnamed_195 * 0.16666667163372039794921875f;
precise float fragment_unnamed_199 = fragment_unnamed_196 * 0.16666667163372039794921875f;
precise float fragment_unnamed_200 = fragment_unnamed_197 * 0.16666667163372039794921875f;
fragment_output_0.x = fragment_unnamed_198;
fragment_output_0.y = fragment_unnamed_199;
fragment_output_0.z = fragment_unnamed_200;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[124];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_57 = frac(fragment_unnamed_55);
precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.16666667163372039794921875f;
precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f);
precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f;
precise float fragment_unnamed_64 = fragment_unnamed_57 + 2.0f;
float fragment_unnamed_71 = float(uint(gl_Layer));
float4 fragment_unnamed_78 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_83 = (-0.0f) - fragment_unnamed_78.x;
precise float fragment_unnamed_85 = (-0.0f) - fragment_unnamed_78.y;
precise float fragment_unnamed_90 = fragment_unnamed_83 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_91 = fragment_unnamed_85 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_92 = fragment_unnamed_90 + fragment_unnamed_90;
precise float fragment_unnamed_93 = fragment_unnamed_91 + fragment_unnamed_91;
float4 fragment_unnamed_104 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_109 = (-0.0f) - fragment_unnamed_60;
precise float fragment_unnamed_110 = fragment_unnamed_109 + 0.5f;
precise float fragment_unnamed_112 = fragment_unnamed_109 + 1.5f;
precise float fragment_unnamed_114 = fragment_unnamed_109 + 2.5f;
precise float fragment_unnamed_116 = fragment_unnamed_62 * 0.16666667163372039794921875f;
precise float fragment_unnamed_117 = fragment_unnamed_62 * 0.16666667163372039794921875f;
precise float fragment_unnamed_118 = fragment_unnamed_64 * 0.16666667163372039794921875f;
precise float fragment_unnamed_119 = fragment_unnamed_64 * 0.16666667163372039794921875f;
precise float fragment_unnamed_128 = fragment_unnamed_110 * 0.16666667163372039794921875f;
precise float fragment_unnamed_129 = fragment_unnamed_112 * 0.16666667163372039794921875f;
precise float fragment_unnamed_130 = fragment_unnamed_114 * 0.16666667163372039794921875f;
precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128;
precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129;
precise float fragment_unnamed_141 = (-0.0f) - fragment_unnamed_130;
float4 fragment_unnamed_151 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_132, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_132, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_131, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_131, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_164 = fragment_unnamed_104.x + fragment_unnamed_159.x;
precise float fragment_unnamed_165 = fragment_unnamed_104.y + fragment_unnamed_159.y;
precise float fragment_unnamed_166 = fragment_unnamed_104.z + fragment_unnamed_159.z;
precise float fragment_unnamed_167 = fragment_unnamed_151.x + fragment_unnamed_164;
precise float fragment_unnamed_168 = fragment_unnamed_151.y + fragment_unnamed_165;
precise float fragment_unnamed_169 = fragment_unnamed_151.z + fragment_unnamed_166;
float4 fragment_unnamed_173 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_116, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_117, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_178 = fragment_unnamed_167 + fragment_unnamed_173.x;
precise float fragment_unnamed_179 = fragment_unnamed_168 + fragment_unnamed_173.y;
precise float fragment_unnamed_180 = fragment_unnamed_169 + fragment_unnamed_173.z;
float4 fragment_unnamed_184 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_141, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_141, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_192 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_118, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_119, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_197 = fragment_unnamed_178 + fragment_unnamed_184.x;
precise float fragment_unnamed_198 = fragment_unnamed_179 + fragment_unnamed_184.y;
precise float fragment_unnamed_199 = fragment_unnamed_180 + fragment_unnamed_184.z;
precise float fragment_unnamed_200 = fragment_unnamed_192.x + fragment_unnamed_197;
precise float fragment_unnamed_201 = fragment_unnamed_192.y + fragment_unnamed_198;
precise float fragment_unnamed_202 = fragment_unnamed_192.z + fragment_unnamed_199;
precise float fragment_unnamed_203 = fragment_unnamed_200 * 0.16666667163372039794921875f;
precise float fragment_unnamed_204 = fragment_unnamed_201 * 0.16666667163372039794921875f;
precise float fragment_unnamed_205 = fragment_unnamed_202 * 0.16666667163372039794921875f;
fragment_output_0.x = fragment_unnamed_203;
fragment_output_0.y = fragment_unnamed_204;
fragment_output_0.z = fragment_unnamed_205;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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 "Camera And Object Motion Blur - High Quality"
LOD 100
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 333263
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 float4 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f);
float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.x = vertex_unnamed_33;
gl_Position.y = vertex_unnamed_36;
vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f);
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 float4 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
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f);
float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.x = vertex_unnamed_36;
gl_Position.y = vertex_unnamed_39;
vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f);
vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[147];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x;
precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y;
precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_55 = frac(fragment_unnamed_53);
precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.125f;
precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f);
precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f;
precise float fragment_unnamed_62 = fragment_unnamed_55 + 2.0f;
precise float fragment_unnamed_64 = fragment_unnamed_55 + 3.0f;
float4 fragment_unnamed_76 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_80 = (-0.0f) - fragment_unnamed_76.x;
precise float fragment_unnamed_82 = (-0.0f) - fragment_unnamed_76.y;
precise float fragment_unnamed_87 = fragment_unnamed_80 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_88 = fragment_unnamed_82 * fragment_uniform_buffer_0[145u].x;
precise float fragment_unnamed_89 = fragment_unnamed_87 + fragment_unnamed_87;
precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_88;
float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_106 = (-0.0f) - fragment_unnamed_58;
precise float fragment_unnamed_107 = fragment_unnamed_106 + 0.5f;
precise float fragment_unnamed_109 = fragment_unnamed_106 + 1.5f;
precise float fragment_unnamed_111 = fragment_unnamed_106 + 2.5f;
precise float fragment_unnamed_113 = fragment_unnamed_106 + 3.5f;
precise float fragment_unnamed_115 = fragment_unnamed_60 * 0.125f;
precise float fragment_unnamed_116 = fragment_unnamed_62 * 0.125f;
precise float fragment_unnamed_117 = fragment_unnamed_64 * 0.125f;
precise float fragment_unnamed_118 = fragment_unnamed_107 * 0.125f;
precise float fragment_unnamed_119 = fragment_unnamed_109 * 0.125f;
precise float fragment_unnamed_120 = fragment_unnamed_111 * 0.125f;
precise float fragment_unnamed_121 = fragment_unnamed_113 * 0.125f;
precise float fragment_unnamed_122 = (-0.0f) - fragment_unnamed_118;
precise float fragment_unnamed_123 = (-0.0f) - fragment_unnamed_119;
precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_120;
precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_121;
float4 fragment_unnamed_145 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_122, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_122, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_153 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_123, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_123, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_158 = fragment_unnamed_101.x + fragment_unnamed_145.x;
precise float fragment_unnamed_159 = fragment_unnamed_101.y + fragment_unnamed_145.y;
precise float fragment_unnamed_160 = fragment_unnamed_101.z + fragment_unnamed_145.z;
precise float fragment_unnamed_161 = fragment_unnamed_153.x + fragment_unnamed_158;
precise float fragment_unnamed_162 = fragment_unnamed_153.y + fragment_unnamed_159;
precise float fragment_unnamed_163 = fragment_unnamed_153.z + fragment_unnamed_160;
float4 fragment_unnamed_181 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_117, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_117, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_189 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_115, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_115, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_197 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_116, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_116, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_202 = fragment_unnamed_189.x + fragment_unnamed_161;
precise float fragment_unnamed_203 = fragment_unnamed_189.y + fragment_unnamed_162;
precise float fragment_unnamed_204 = fragment_unnamed_189.z + fragment_unnamed_163;
float4 fragment_unnamed_208 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_132, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_132, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_216 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_133, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_133, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_221 = fragment_unnamed_202 + fragment_unnamed_208.x;
precise float fragment_unnamed_222 = fragment_unnamed_203 + fragment_unnamed_208.y;
precise float fragment_unnamed_223 = fragment_unnamed_204 + fragment_unnamed_208.z;
precise float fragment_unnamed_224 = fragment_unnamed_197.x + fragment_unnamed_221;
precise float fragment_unnamed_225 = fragment_unnamed_197.y + fragment_unnamed_222;
precise float fragment_unnamed_226 = fragment_unnamed_197.z + fragment_unnamed_223;
precise float fragment_unnamed_227 = fragment_unnamed_216.x + fragment_unnamed_224;
precise float fragment_unnamed_228 = fragment_unnamed_216.y + fragment_unnamed_225;
precise float fragment_unnamed_229 = fragment_unnamed_216.z + fragment_unnamed_226;
precise float fragment_unnamed_230 = fragment_unnamed_181.x + fragment_unnamed_227;
precise float fragment_unnamed_231 = fragment_unnamed_181.y + fragment_unnamed_228;
precise float fragment_unnamed_232 = fragment_unnamed_181.z + fragment_unnamed_229;
precise float fragment_unnamed_233 = fragment_unnamed_230 * 0.125f;
precise float fragment_unnamed_234 = fragment_unnamed_231 * 0.125f;
precise float fragment_unnamed_235 = fragment_unnamed_232 * 0.125f;
fragment_output_0.x = fragment_unnamed_233;
fragment_output_0.y = fragment_unnamed_234;
fragment_output_0.z = fragment_unnamed_235;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]);
fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float _Intensity;
float4 _SourceSize;
static float4 fragment_uniform_buffer_0[124];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _MotionVectorTexture;
SamplerState S0;
SamplerState S1;
static uint gl_Layer;
static float4 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 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_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x;
precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y;
precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f;
float fragment_unnamed_57 = frac(fragment_unnamed_55);
precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.125f;
precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f);
precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f;
precise float fragment_unnamed_64 = fragment_unnamed_57 + 2.0f;
precise float fragment_unnamed_66 = fragment_unnamed_57 + 3.0f;
float fragment_unnamed_73 = float(uint(gl_Layer));
float4 fragment_unnamed_80 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_85 = (-0.0f) - fragment_unnamed_80.x;
precise float fragment_unnamed_87 = (-0.0f) - fragment_unnamed_80.y;
precise float fragment_unnamed_92 = fragment_unnamed_85 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_93 = fragment_unnamed_87 * fragment_uniform_buffer_0[122u].x;
precise float fragment_unnamed_94 = fragment_unnamed_92 + fragment_unnamed_92;
precise float fragment_unnamed_95 = fragment_unnamed_93 + fragment_unnamed_93;
float4 fragment_unnamed_106 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_111 = (-0.0f) - fragment_unnamed_60;
precise float fragment_unnamed_112 = fragment_unnamed_111 + 0.5f;
precise float fragment_unnamed_114 = fragment_unnamed_111 + 1.5f;
precise float fragment_unnamed_116 = fragment_unnamed_111 + 2.5f;
precise float fragment_unnamed_118 = fragment_unnamed_111 + 3.5f;
precise float fragment_unnamed_120 = fragment_unnamed_62 * 0.125f;
precise float fragment_unnamed_121 = fragment_unnamed_64 * 0.125f;
precise float fragment_unnamed_122 = fragment_unnamed_66 * 0.125f;
precise float fragment_unnamed_123 = fragment_unnamed_112 * 0.125f;
precise float fragment_unnamed_124 = fragment_unnamed_114 * 0.125f;
precise float fragment_unnamed_125 = fragment_unnamed_116 * 0.125f;
precise float fragment_unnamed_126 = fragment_unnamed_118 * 0.125f;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_126;
precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_125;
float4 fragment_unnamed_150 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_128, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_128, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_158 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_127, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_127, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_163 = fragment_unnamed_106.x + fragment_unnamed_158.x;
precise float fragment_unnamed_164 = fragment_unnamed_106.y + fragment_unnamed_158.y;
precise float fragment_unnamed_165 = fragment_unnamed_106.z + fragment_unnamed_158.z;
precise float fragment_unnamed_166 = fragment_unnamed_150.x + fragment_unnamed_163;
precise float fragment_unnamed_167 = fragment_unnamed_150.y + fragment_unnamed_164;
precise float fragment_unnamed_168 = fragment_unnamed_150.z + fragment_unnamed_165;
float4 fragment_unnamed_186 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_120, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_120, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_191 = fragment_unnamed_186.x + fragment_unnamed_166;
precise float fragment_unnamed_192 = fragment_unnamed_186.y + fragment_unnamed_167;
precise float fragment_unnamed_193 = fragment_unnamed_186.z + fragment_unnamed_168;
float4 fragment_unnamed_197 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_138, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_138, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_202 = fragment_unnamed_191 + fragment_unnamed_197.x;
precise float fragment_unnamed_203 = fragment_unnamed_192 + fragment_unnamed_197.y;
precise float fragment_unnamed_204 = fragment_unnamed_193 + fragment_unnamed_197.z;
float4 fragment_unnamed_208 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_121, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_121, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_213 = fragment_unnamed_202 + fragment_unnamed_208.x;
precise float fragment_unnamed_214 = fragment_unnamed_203 + fragment_unnamed_208.y;
precise float fragment_unnamed_215 = fragment_unnamed_204 + fragment_unnamed_208.z;
float4 fragment_unnamed_219 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_137, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_137, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
float4 fragment_unnamed_227 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_122, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_122, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_232 = fragment_unnamed_213 + fragment_unnamed_219.x;
precise float fragment_unnamed_233 = fragment_unnamed_214 + fragment_unnamed_219.y;
precise float fragment_unnamed_234 = fragment_unnamed_215 + fragment_unnamed_219.z;
precise float fragment_unnamed_235 = fragment_unnamed_227.x + fragment_unnamed_232;
precise float fragment_unnamed_236 = fragment_unnamed_227.y + fragment_unnamed_233;
precise float fragment_unnamed_237 = fragment_unnamed_227.z + fragment_unnamed_234;
precise float fragment_unnamed_238 = fragment_unnamed_235 * 0.125f;
precise float fragment_unnamed_239 = fragment_unnamed_236 * 0.125f;
precise float fragment_unnamed_240 = fragment_unnamed_237 * 0.125f;
fragment_output_0.x = fragment_unnamed_238;
fragment_output_0.y = fragment_unnamed_239;
fragment_output_0.z = fragment_unnamed_240;
fragment_output_0.w = 1.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]);
fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[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
}
}
}