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

366 lines
24 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/CameraMotionVectors"
{
Properties
{
}
SubShader
{
Pass
{
Name "Camera Motion Vectors"
Cull Off
GpuProgramID 9368
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
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_27 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_28 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_27, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_28, 2.0f, -1.0f);
precise float vertex_unnamed_38 = (-0.0f) - vertex_unnamed_28;
precise float vertex_unnamed_40 = vertex_unnamed_38 + 1.0f;
vertex_output_1.x = vertex_unnamed_27;
vertex_output_1.y = vertex_unnamed_40;
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
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
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_30, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_31, 2.0f, -1.0f);
precise float vertex_unnamed_41 = (-0.0f) - vertex_unnamed_31;
precise float vertex_unnamed_43 = vertex_unnamed_41 + 1.0f;
vertex_output_1.x = vertex_unnamed_30;
vertex_output_1.y = vertex_unnamed_43;
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)
{
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
float4x4 unity_MatrixInvVP;
float4x4 _PrevViewProjMatrix;
float4x4 _NonJitteredViewProjMatrix;
float4 _CameraDepthTexture_TexelSize;
static float4 fragment_uniform_buffer_0[131];
Texture2D<float4> _CameraDepthTexture;
static float gl_FragDepth;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
float fragment_unnamed_34 = mad(fragment_input_1.x, 2.0f, -1.0f);
precise float fragment_unnamed_38 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
precise float fragment_unnamed_48 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].x;
precise float fragment_unnamed_49 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].y;
precise float fragment_unnamed_50 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].z;
precise float fragment_unnamed_51 = fragment_unnamed_38 * fragment_uniform_buffer_0[84u].w;
precise float fragment_unnamed_72 = fragment_input_1.x * fragment_uniform_buffer_0[130u].z;
precise float fragment_unnamed_73 = fragment_input_1.y * fragment_uniform_buffer_0[130u].w;
float4 fragment_unnamed_76 = _CameraDepthTexture.Load(int3(uint2(uint(fragment_unnamed_72), uint(fragment_unnamed_73)), 0u));
float fragment_unnamed_79 = fragment_unnamed_76.x;
gl_FragDepth = fragment_unnamed_79;
precise float fragment_unnamed_98 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_34, fragment_unnamed_48)) + fragment_uniform_buffer_0[86u].x;
precise float fragment_unnamed_99 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_34, fragment_unnamed_49)) + fragment_uniform_buffer_0[86u].y;
precise float fragment_unnamed_100 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_34, fragment_unnamed_50)) + fragment_uniform_buffer_0[86u].z;
precise float fragment_unnamed_101 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_79, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_34, fragment_unnamed_51)) + fragment_uniform_buffer_0[86u].w;
precise float fragment_unnamed_102 = fragment_unnamed_98 / fragment_unnamed_101;
precise float fragment_unnamed_103 = fragment_unnamed_99 / fragment_unnamed_101;
precise float fragment_unnamed_104 = fragment_unnamed_100 / fragment_unnamed_101;
precise float fragment_unnamed_111 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].x;
precise float fragment_unnamed_112 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].y;
precise float fragment_unnamed_113 = fragment_unnamed_103 * fragment_uniform_buffer_0[91u].w;
precise float fragment_unnamed_138 = mad(fragment_uniform_buffer_0[92u].x, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].x, fragment_unnamed_102, fragment_unnamed_111)) + fragment_uniform_buffer_0[93u].x;
precise float fragment_unnamed_139 = mad(fragment_uniform_buffer_0[92u].y, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].y, fragment_unnamed_102, fragment_unnamed_112)) + fragment_uniform_buffer_0[93u].y;
precise float fragment_unnamed_140 = mad(fragment_uniform_buffer_0[92u].w, fragment_unnamed_104, mad(fragment_uniform_buffer_0[90u].w, fragment_unnamed_102, fragment_unnamed_113)) + fragment_uniform_buffer_0[93u].w;
precise float fragment_unnamed_141 = 1.0f / fragment_unnamed_140;
precise float fragment_unnamed_143 = fragment_unnamed_141 * fragment_unnamed_138;
precise float fragment_unnamed_144 = fragment_unnamed_141 * fragment_unnamed_139;
precise float fragment_unnamed_151 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].x;
precise float fragment_unnamed_152 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].y;
precise float fragment_unnamed_153 = fragment_unnamed_103 * fragment_uniform_buffer_0[95u].w;
precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[96u].x, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].x, fragment_unnamed_102, fragment_unnamed_151)) + fragment_uniform_buffer_0[97u].x;
precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[96u].y, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].y, fragment_unnamed_102, fragment_unnamed_152)) + fragment_uniform_buffer_0[97u].y;
precise float fragment_unnamed_180 = mad(fragment_uniform_buffer_0[96u].w, fragment_unnamed_104, mad(fragment_uniform_buffer_0[94u].w, fragment_unnamed_102, fragment_unnamed_153)) + fragment_uniform_buffer_0[97u].w;
precise float fragment_unnamed_181 = 1.0f / fragment_unnamed_180;
precise float fragment_unnamed_182 = (-0.0f) - fragment_unnamed_143;
precise float fragment_unnamed_183 = (-0.0f) - fragment_unnamed_144;
precise float fragment_unnamed_186 = mad(fragment_unnamed_178, fragment_unnamed_181, fragment_unnamed_182) * 0.5f;
precise float fragment_unnamed_188 = mad(fragment_unnamed_179, fragment_unnamed_181, fragment_unnamed_183) * (-0.5f);
fragment_output_0.x = fragment_unnamed_186;
fragment_output_0.y = fragment_unnamed_188;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[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[90] = float4(_PrevViewProjMatrix[0][0], _PrevViewProjMatrix[1][0], _PrevViewProjMatrix[2][0], _PrevViewProjMatrix[3][0]);
fragment_uniform_buffer_0[91] = float4(_PrevViewProjMatrix[0][1], _PrevViewProjMatrix[1][1], _PrevViewProjMatrix[2][1], _PrevViewProjMatrix[3][1]);
fragment_uniform_buffer_0[92] = float4(_PrevViewProjMatrix[0][2], _PrevViewProjMatrix[1][2], _PrevViewProjMatrix[2][2], _PrevViewProjMatrix[3][2]);
fragment_uniform_buffer_0[93] = float4(_PrevViewProjMatrix[0][3], _PrevViewProjMatrix[1][3], _PrevViewProjMatrix[2][3], _PrevViewProjMatrix[3][3]);
fragment_uniform_buffer_0[94] = float4(_NonJitteredViewProjMatrix[0][0], _NonJitteredViewProjMatrix[1][0], _NonJitteredViewProjMatrix[2][0], _NonJitteredViewProjMatrix[3][0]);
fragment_uniform_buffer_0[95] = float4(_NonJitteredViewProjMatrix[0][1], _NonJitteredViewProjMatrix[1][1], _NonJitteredViewProjMatrix[2][1], _NonJitteredViewProjMatrix[3][1]);
fragment_uniform_buffer_0[96] = float4(_NonJitteredViewProjMatrix[0][2], _NonJitteredViewProjMatrix[1][2], _NonJitteredViewProjMatrix[2][2], _NonJitteredViewProjMatrix[3][2]);
fragment_uniform_buffer_0[97] = float4(_NonJitteredViewProjMatrix[0][3], _NonJitteredViewProjMatrix[1][3], _NonJitteredViewProjMatrix[2][3], _NonJitteredViewProjMatrix[3][3]);
fragment_uniform_buffer_0[130] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 _PrevViewProjMatrixStereo[2];
float4x4 _NonJitteredViewProjMatrixStereo[2];
float4 _CameraDepthTexture_TexelSize;
float4x4 unity_StereoMatrixInvVP[2];
static float4 fragment_uniform_buffer_0[100];
static float4 fragment_uniform_buffer_1[48];
Texture2DArray<float4> _CameraDepthTexture;
static uint gl_Layer;
static float gl_FragDepth;
static float2 fragment_input_1;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_46 = fragment_input_1.x * fragment_uniform_buffer_0[99u].z;
precise float fragment_unnamed_47 = fragment_input_1.y * fragment_uniform_buffer_0[99u].w;
float4 fragment_unnamed_51 = _CameraDepthTexture.Load(int4(uint3(uint(fragment_unnamed_46), uint(fragment_unnamed_47), uint(gl_Layer)), 0u));
float fragment_unnamed_54 = fragment_unnamed_51.x;
float fragment_unnamed_60 = mad(fragment_input_1.x, 2.0f, -1.0f);
uint fragment_unnamed_65 = uint(gl_Layer) << 2u;
precise float fragment_unnamed_67 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f);
uint fragment_unnamed_69 = fragment_unnamed_65 + 41u;
precise float fragment_unnamed_77 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].x;
precise float fragment_unnamed_78 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].y;
precise float fragment_unnamed_79 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].z;
precise float fragment_unnamed_80 = fragment_unnamed_67 * fragment_uniform_buffer_1[fragment_unnamed_69].w;
uint fragment_unnamed_81 = fragment_unnamed_65 + 40u;
uint fragment_unnamed_93 = fragment_unnamed_65 + 42u;
gl_FragDepth = fragment_unnamed_54;
uint fragment_unnamed_105 = fragment_unnamed_65 + 43u;
precise float fragment_unnamed_113 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].x, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].x, fragment_unnamed_60, fragment_unnamed_77)) + fragment_uniform_buffer_1[fragment_unnamed_105].x;
precise float fragment_unnamed_114 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].y, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].y, fragment_unnamed_60, fragment_unnamed_78)) + fragment_uniform_buffer_1[fragment_unnamed_105].y;
precise float fragment_unnamed_115 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].z, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].z, fragment_unnamed_60, fragment_unnamed_79)) + fragment_uniform_buffer_1[fragment_unnamed_105].z;
precise float fragment_unnamed_116 = mad(fragment_uniform_buffer_1[fragment_unnamed_93].w, fragment_unnamed_54, mad(fragment_uniform_buffer_1[fragment_unnamed_81].w, fragment_unnamed_60, fragment_unnamed_80)) + fragment_uniform_buffer_1[fragment_unnamed_105].w;
precise float fragment_unnamed_117 = fragment_unnamed_113 / fragment_unnamed_116;
precise float fragment_unnamed_118 = fragment_unnamed_114 / fragment_unnamed_116;
precise float fragment_unnamed_119 = fragment_unnamed_115 / fragment_unnamed_116;
uint fragment_unnamed_120 = fragment_unnamed_65 + 48u;
precise float fragment_unnamed_126 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].x;
precise float fragment_unnamed_127 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].y;
precise float fragment_unnamed_128 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_120].w;
uint fragment_unnamed_129 = fragment_unnamed_65 + 47u;
uint fragment_unnamed_139 = fragment_unnamed_65 + 49u;
uint fragment_unnamed_149 = fragment_unnamed_65 + 50u;
precise float fragment_unnamed_156 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].x, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].x, fragment_unnamed_117, fragment_unnamed_126)) + fragment_uniform_buffer_0[fragment_unnamed_149].x;
precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].y, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].y, fragment_unnamed_117, fragment_unnamed_127)) + fragment_uniform_buffer_0[fragment_unnamed_149].y;
precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[fragment_unnamed_139].w, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_129].w, fragment_unnamed_117, fragment_unnamed_128)) + fragment_uniform_buffer_0[fragment_unnamed_149].w;
precise float fragment_unnamed_159 = 1.0f / fragment_unnamed_158;
precise float fragment_unnamed_161 = fragment_unnamed_159 * fragment_unnamed_156;
precise float fragment_unnamed_162 = fragment_unnamed_159 * fragment_unnamed_157;
uint fragment_unnamed_163 = fragment_unnamed_65 + 56u;
precise float fragment_unnamed_170 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].x;
precise float fragment_unnamed_171 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].y;
precise float fragment_unnamed_172 = fragment_unnamed_118 * fragment_uniform_buffer_0[fragment_unnamed_163].w;
uint fragment_unnamed_173 = fragment_unnamed_65 + 55u;
uint fragment_unnamed_183 = fragment_unnamed_65 + 57u;
uint fragment_unnamed_193 = fragment_unnamed_65 + 58u;
precise float fragment_unnamed_200 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].x, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].x, fragment_unnamed_117, fragment_unnamed_170)) + fragment_uniform_buffer_0[fragment_unnamed_193].x;
precise float fragment_unnamed_201 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].y, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].y, fragment_unnamed_117, fragment_unnamed_171)) + fragment_uniform_buffer_0[fragment_unnamed_193].y;
precise float fragment_unnamed_202 = mad(fragment_uniform_buffer_0[fragment_unnamed_183].w, fragment_unnamed_119, mad(fragment_uniform_buffer_0[fragment_unnamed_173].w, fragment_unnamed_117, fragment_unnamed_172)) + fragment_uniform_buffer_0[fragment_unnamed_193].w;
precise float fragment_unnamed_203 = 1.0f / fragment_unnamed_202;
precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_161;
precise float fragment_unnamed_205 = (-0.0f) - fragment_unnamed_162;
precise float fragment_unnamed_208 = mad(fragment_unnamed_200, fragment_unnamed_203, fragment_unnamed_204) * 0.5f;
precise float fragment_unnamed_210 = mad(fragment_unnamed_201, fragment_unnamed_203, fragment_unnamed_205) * (-0.5f);
fragment_output_0.x = fragment_unnamed_208;
fragment_output_0.y = fragment_unnamed_210;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[47] = float4(_PrevViewProjMatrixStereo[0][0][0], _PrevViewProjMatrixStereo[0][1][0], _PrevViewProjMatrixStereo[0][2][0], _PrevViewProjMatrixStereo[0][3][0]);
fragment_uniform_buffer_0[48] = float4(_PrevViewProjMatrixStereo[0][0][1], _PrevViewProjMatrixStereo[0][1][1], _PrevViewProjMatrixStereo[0][2][1], _PrevViewProjMatrixStereo[0][3][1]);
fragment_uniform_buffer_0[49] = float4(_PrevViewProjMatrixStereo[0][0][2], _PrevViewProjMatrixStereo[0][1][2], _PrevViewProjMatrixStereo[0][2][2], _PrevViewProjMatrixStereo[0][3][2]);
fragment_uniform_buffer_0[50] = float4(_PrevViewProjMatrixStereo[0][0][3], _PrevViewProjMatrixStereo[0][1][3], _PrevViewProjMatrixStereo[0][2][3], _PrevViewProjMatrixStereo[0][3][3]);
fragment_uniform_buffer_0[51] = float4(_PrevViewProjMatrixStereo[1][0][0], _PrevViewProjMatrixStereo[1][1][0], _PrevViewProjMatrixStereo[1][2][0], _PrevViewProjMatrixStereo[1][3][0]);
fragment_uniform_buffer_0[52] = float4(_PrevViewProjMatrixStereo[1][0][1], _PrevViewProjMatrixStereo[1][1][1], _PrevViewProjMatrixStereo[1][2][1], _PrevViewProjMatrixStereo[1][3][1]);
fragment_uniform_buffer_0[53] = float4(_PrevViewProjMatrixStereo[1][0][2], _PrevViewProjMatrixStereo[1][1][2], _PrevViewProjMatrixStereo[1][2][2], _PrevViewProjMatrixStereo[1][3][2]);
fragment_uniform_buffer_0[54] = float4(_PrevViewProjMatrixStereo[1][0][3], _PrevViewProjMatrixStereo[1][1][3], _PrevViewProjMatrixStereo[1][2][3], _PrevViewProjMatrixStereo[1][3][3]);
fragment_uniform_buffer_0[55] = float4(_NonJitteredViewProjMatrixStereo[0][0][0], _NonJitteredViewProjMatrixStereo[0][1][0], _NonJitteredViewProjMatrixStereo[0][2][0], _NonJitteredViewProjMatrixStereo[0][3][0]);
fragment_uniform_buffer_0[56] = float4(_NonJitteredViewProjMatrixStereo[0][0][1], _NonJitteredViewProjMatrixStereo[0][1][1], _NonJitteredViewProjMatrixStereo[0][2][1], _NonJitteredViewProjMatrixStereo[0][3][1]);
fragment_uniform_buffer_0[57] = float4(_NonJitteredViewProjMatrixStereo[0][0][2], _NonJitteredViewProjMatrixStereo[0][1][2], _NonJitteredViewProjMatrixStereo[0][2][2], _NonJitteredViewProjMatrixStereo[0][3][2]);
fragment_uniform_buffer_0[58] = float4(_NonJitteredViewProjMatrixStereo[0][0][3], _NonJitteredViewProjMatrixStereo[0][1][3], _NonJitteredViewProjMatrixStereo[0][2][3], _NonJitteredViewProjMatrixStereo[0][3][3]);
fragment_uniform_buffer_0[59] = float4(_NonJitteredViewProjMatrixStereo[1][0][0], _NonJitteredViewProjMatrixStereo[1][1][0], _NonJitteredViewProjMatrixStereo[1][2][0], _NonJitteredViewProjMatrixStereo[1][3][0]);
fragment_uniform_buffer_0[60] = float4(_NonJitteredViewProjMatrixStereo[1][0][1], _NonJitteredViewProjMatrixStereo[1][1][1], _NonJitteredViewProjMatrixStereo[1][2][1], _NonJitteredViewProjMatrixStereo[1][3][1]);
fragment_uniform_buffer_0[61] = float4(_NonJitteredViewProjMatrixStereo[1][0][2], _NonJitteredViewProjMatrixStereo[1][1][2], _NonJitteredViewProjMatrixStereo[1][2][2], _NonJitteredViewProjMatrixStereo[1][3][2]);
fragment_uniform_buffer_0[62] = float4(_NonJitteredViewProjMatrixStereo[1][0][3], _NonJitteredViewProjMatrixStereo[1][1][3], _NonJitteredViewProjMatrixStereo[1][2][3], _NonJitteredViewProjMatrixStereo[1][3][3]);
fragment_uniform_buffer_0[99] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[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.gl_FragDepth = gl_FragDepth;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
}
}