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

1968 lines
66 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/CopyDepth"
{
Properties
{
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
Pass
{
Name "CopyDepth"
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
ColorMask B
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 21435
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#pragma shader_feature _DEPTH_MSAA_2
#pragma shader_feature _DEPTH_MSAA_4
#pragma shader_feature _DEPTH_MSAA_8
#pragma multi_compile _ _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_2
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_2
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_2
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_2
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_2
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_2
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_4
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_4
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_4
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_4
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_4
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_4
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_8
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_8
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_8
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_8
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_8
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[131];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // _DEPTH_MSAA_8
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_8
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
static float4 vertex_uniform_buffer_0[100];
static float4 gl_Position;
static uint gl_Layer;
static int gl_VertexIndex;
static int gl_InstanceIndex;
static int gl_BaseVertexARB;
static int gl_BaseInstanceARB;
static float2 vertex_output_1;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
stage_output.vertex_output_1 = vertex_output_1;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_8
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _CameraDepthAttachment;
SamplerState sampler_CameraDepthAttachment;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0 = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2DArray<float4> _CameraDepthAttachment;
SamplerState sampler_CameraDepthAttachment;
static uint gl_Layer;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0 = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x).x;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _CameraDepthAttachment;
SamplerState sampler_CameraDepthAttachment;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
gl_FragDepth = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x).x;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2DArray<float4> _CameraDepthAttachment;
SamplerState sampler_CameraDepthAttachment;
static uint gl_Layer;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
gl_FragDepth = _CameraDepthAttachment.SampleBias(sampler_CameraDepthAttachment, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x).x;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][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;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_2
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
fragment_output_0 = min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _DEPTH_MSAA_2
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
fragment_output_0 = min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_2
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
gl_FragDepth = min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // _DEPTH_MSAA_2
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_2
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
gl_FragDepth = min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_2
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_4
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
fragment_output_0 = min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _DEPTH_MSAA_4
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_4
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
fragment_output_0 = min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_4
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_4
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
gl_FragDepth = min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // _DEPTH_MSAA_4
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_4
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_8
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
gl_FragDepth = min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_4
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_8
#ifdef _DEPTH_MSAA_8
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
fragment_output_0 = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 4u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 5u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 6u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 7u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _DEPTH_MSAA_8
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_OUTPUT_DEPTH
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_8
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#ifndef _OUTPUT_DEPTH
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float2 fragment_input_1;
static float fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
fragment_output_0 = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 4u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 5u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 6u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 7u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_8
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#endif // !_OUTPUT_DEPTH
#ifdef _DEPTH_MSAA_8
#ifdef _OUTPUT_DEPTH
#ifndef STEREO_INSTANCING_ON
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[137];
Texture2DMS<float4> _CameraDepthAttachment;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_37 = fragment_input_1.x * fragment_uniform_buffer_0[136u].z;
precise float fragment_unnamed_38 = fragment_input_1.y * fragment_uniform_buffer_0[136u].w;
uint fragment_unnamed_39 = uint(int(fragment_unnamed_37));
uint fragment_unnamed_40 = uint(int(fragment_unnamed_38));
gl_FragDepth = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 1u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 2u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 3u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 4u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 5u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 6u).x), _CameraDepthAttachment.Load(uint2(fragment_unnamed_39, fragment_unnamed_40), 7u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // _DEPTH_MSAA_8
#endif // _OUTPUT_DEPTH
#endif // !STEREO_INSTANCING_ON
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
#ifdef STEREO_INSTANCING_ON
#ifdef _DEPTH_MSAA_8
#ifdef _OUTPUT_DEPTH
#ifndef _DEPTH_MSAA_2
#ifndef _DEPTH_MSAA_4
#define ANY_SHADER_VARIANT_ACTIVE
float4 _CameraDepthAttachment_TexelSize;
static float4 fragment_uniform_buffer_0[106];
Texture2DMSArray<float4> _CameraDepthAttachment;
static uint gl_Layer;
static float gl_FragDepth;
static float2 fragment_input_1;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float gl_FragDepth : SV_Depth;
};
void frag_main()
{
precise float fragment_unnamed_39 = fragment_input_1.x * fragment_uniform_buffer_0[105u].z;
precise float fragment_unnamed_40 = fragment_input_1.y * fragment_uniform_buffer_0[105u].w;
uint fragment_unnamed_41 = uint(int(fragment_unnamed_39));
uint fragment_unnamed_42 = uint(int(fragment_unnamed_40));
gl_FragDepth = min(min(min(min(min(min(min(min(_CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 0u).x, 1.0f), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 1u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 2u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 3u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 4u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 5u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 6u).x), _CameraDepthAttachment.Load(uint3(fragment_unnamed_41, fragment_unnamed_42, uint(gl_Layer)), 7u).x);
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_CameraDepthAttachment_TexelSize[0], _CameraDepthAttachment_TexelSize[1], _CameraDepthAttachment_TexelSize[2], _CameraDepthAttachment_TexelSize[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.gl_FragDepth = gl_FragDepth;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _DEPTH_MSAA_8
#endif // _OUTPUT_DEPTH
#endif // !_DEPTH_MSAA_2
#endif // !_DEPTH_MSAA_4
// Fallback Shader Code
#ifndef ANY_SHADER_VARIANT_ACTIVE
// https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
float4x4 unity_MatrixMVP;
struct Vertex_Stage_Input
{
float3 pos : POSITION;
};
struct Vertex_Stage_Output
{
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0));
return output;
}
float4 frag(Vertex_Stage_Output input) : SV_TARGET
{
// Output solid grey color (e.g., 50% grey)
return float4(0.5, 0.5, 0.5, 1.0); // RGBA
}
#endif // !ANY_SHADER_VARIANT_ACTIVE
ENDHLSL
}
}
}