295 lines
13 KiB
GLSL
295 lines
13 KiB
GLSL
Shader "Hidden/Universal Render Pipeline/Sampling"
|
|
{
|
|
Properties
|
|
{
|
|
}
|
|
SubShader
|
|
{
|
|
LOD 100
|
|
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
|
|
Pass
|
|
{
|
|
Name "BoxDownsample"
|
|
LOD 100
|
|
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
|
|
ZTest Always
|
|
ZWrite Off
|
|
Cull Off
|
|
GpuProgramID 23860
|
|
|
|
HLSLPROGRAM
|
|
|
|
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 4.0
|
|
#pragma multi_compile _ STEREO_INSTANCING_ON
|
|
|
|
|
|
#ifndef STEREO_INSTANCING_ON
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _BlitScaleBias;
|
|
|
|
static float4 vertex_uniform_buffer_0[131];
|
|
static float4 gl_Position;
|
|
static int gl_VertexIndex;
|
|
static int gl_BaseVertexARB;
|
|
static float2 vertex_output_1;
|
|
|
|
struct Vertex_Stage_Input
|
|
{
|
|
uint gl_VertexIndex : SV_VertexID;
|
|
uint gl_BaseVertexARB : SV_StartVertexLocation;
|
|
};
|
|
|
|
struct Vertex_Stage_Output
|
|
{
|
|
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
|
|
float4 gl_Position : SV_Position;
|
|
};
|
|
|
|
void vert_main()
|
|
{
|
|
float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
|
|
float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
|
|
gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
|
|
gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
|
|
precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
|
|
precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
|
|
vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
|
|
vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
|
|
gl_Position.z = 1.0f;
|
|
gl_Position.w = 1.0f;
|
|
}
|
|
|
|
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
|
|
{
|
|
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
|
|
|
|
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
|
|
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
|
|
vert_main();
|
|
Vertex_Stage_Output stage_output;
|
|
stage_output.gl_Position = gl_Position;
|
|
stage_output.vertex_output_1 = vertex_output_1;
|
|
return stage_output;
|
|
}
|
|
|
|
#endif // !STEREO_INSTANCING_ON
|
|
|
|
|
|
#ifdef STEREO_INSTANCING_ON
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _BlitScaleBias;
|
|
|
|
static float4 vertex_uniform_buffer_0[100];
|
|
static float4 gl_Position;
|
|
static uint gl_Layer;
|
|
static int gl_VertexIndex;
|
|
static int gl_InstanceIndex;
|
|
static int gl_BaseVertexARB;
|
|
static int gl_BaseInstanceARB;
|
|
static float2 vertex_output_1;
|
|
|
|
struct Vertex_Stage_Input
|
|
{
|
|
uint gl_VertexIndex : SV_VertexID;
|
|
uint gl_InstanceIndex : SV_InstanceID;
|
|
uint gl_BaseVertexARB : SV_StartVertexLocation;
|
|
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
|
|
};
|
|
|
|
struct Vertex_Stage_Output
|
|
{
|
|
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
|
|
float4 gl_Position : SV_Position;
|
|
uint gl_Layer : SV_RenderTargetArrayIndex;
|
|
};
|
|
|
|
void vert_main()
|
|
{
|
|
float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
|
|
float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
|
|
gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
|
|
gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
|
|
precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
|
|
precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
|
|
vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
|
|
vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
|
|
gl_Position.z = 1.0f;
|
|
gl_Position.w = 1.0f;
|
|
gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
|
|
}
|
|
|
|
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
|
|
{
|
|
vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
|
|
|
|
gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
|
|
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
|
|
gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
|
|
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
|
|
vert_main();
|
|
Vertex_Stage_Output stage_output;
|
|
stage_output.gl_Position = gl_Position;
|
|
stage_output.gl_Layer = gl_Layer;
|
|
stage_output.vertex_output_1 = vertex_output_1;
|
|
return stage_output;
|
|
}
|
|
|
|
#endif // STEREO_INSTANCING_ON
|
|
|
|
|
|
#ifndef STEREO_INSTANCING_ON
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _BlitTexture_TexelSize;
|
|
float _SampleOffset;
|
|
|
|
static float4 fragment_uniform_buffer_0[137];
|
|
Texture2D<float4> _BlitTexture;
|
|
SamplerState sampler_BlitTexture;
|
|
|
|
static float2 fragment_input_1;
|
|
static float4 fragment_output_0;
|
|
|
|
struct Fragment_Stage_Input
|
|
{
|
|
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
|
|
};
|
|
|
|
struct Fragment_Stage_Output
|
|
{
|
|
float4 fragment_output_0 : SV_Target0;
|
|
};
|
|
|
|
void frag_main()
|
|
{
|
|
precise float fragment_unnamed_34 = fragment_uniform_buffer_0[136u].x * (-1.0f);
|
|
precise float fragment_unnamed_36 = fragment_uniform_buffer_0[136u].x * (-1.0f);
|
|
precise float fragment_unnamed_37 = fragment_uniform_buffer_0[136u].x * 1.0f;
|
|
precise float fragment_unnamed_39 = fragment_uniform_buffer_0[136u].x * 1.0f;
|
|
float4 fragment_unnamed_74 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_34, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_36, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
|
|
float4 fragment_unnamed_83 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_37, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_36, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
|
|
precise float fragment_unnamed_89 = fragment_unnamed_83.x + fragment_unnamed_74.x;
|
|
precise float fragment_unnamed_90 = fragment_unnamed_83.y + fragment_unnamed_74.y;
|
|
precise float fragment_unnamed_91 = fragment_unnamed_83.z + fragment_unnamed_74.z;
|
|
precise float fragment_unnamed_92 = fragment_unnamed_83.w + fragment_unnamed_74.w;
|
|
float4 fragment_unnamed_96 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_34, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_39, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
|
|
float4 fragment_unnamed_105 = _BlitTexture.SampleBias(sampler_BlitTexture, float2(mad(fragment_uniform_buffer_0[132u].x, fragment_unnamed_37, fragment_input_1.x), mad(fragment_uniform_buffer_0[132u].y, fragment_unnamed_39, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x);
|
|
precise float fragment_unnamed_111 = fragment_unnamed_89 + fragment_unnamed_96.x;
|
|
precise float fragment_unnamed_112 = fragment_unnamed_90 + fragment_unnamed_96.y;
|
|
precise float fragment_unnamed_113 = fragment_unnamed_91 + fragment_unnamed_96.z;
|
|
precise float fragment_unnamed_114 = fragment_unnamed_92 + fragment_unnamed_96.w;
|
|
precise float fragment_unnamed_115 = fragment_unnamed_105.x + fragment_unnamed_111;
|
|
precise float fragment_unnamed_116 = fragment_unnamed_105.y + fragment_unnamed_112;
|
|
precise float fragment_unnamed_117 = fragment_unnamed_105.z + fragment_unnamed_113;
|
|
precise float fragment_unnamed_118 = fragment_unnamed_105.w + fragment_unnamed_114;
|
|
precise float fragment_unnamed_119 = fragment_unnamed_115 * 0.25f;
|
|
precise float fragment_unnamed_121 = fragment_unnamed_116 * 0.25f;
|
|
precise float fragment_unnamed_122 = fragment_unnamed_117 * 0.25f;
|
|
precise float fragment_unnamed_123 = fragment_unnamed_118 * 0.25f;
|
|
fragment_output_0.x = fragment_unnamed_119;
|
|
fragment_output_0.y = fragment_unnamed_121;
|
|
fragment_output_0.z = fragment_unnamed_122;
|
|
fragment_output_0.w = fragment_unnamed_123;
|
|
}
|
|
|
|
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
|
{
|
|
fragment_uniform_buffer_0[132] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]);
|
|
|
|
fragment_uniform_buffer_0[136] = float4(_SampleOffset, fragment_uniform_buffer_0[136][1], fragment_uniform_buffer_0[136][2], fragment_uniform_buffer_0[136][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 _BlitTexture_TexelSize;
|
|
float _SampleOffset;
|
|
|
|
static float4 fragment_uniform_buffer_0[106];
|
|
Texture2DArray<float4> _BlitTexture;
|
|
SamplerState sampler_BlitTexture;
|
|
|
|
static uint gl_Layer;
|
|
static float2 fragment_input_1;
|
|
static float4 fragment_output_0;
|
|
|
|
struct Fragment_Stage_Input
|
|
{
|
|
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
|
|
uint gl_Layer : SV_RenderTargetArrayIndex;
|
|
};
|
|
|
|
struct Fragment_Stage_Output
|
|
{
|
|
float4 fragment_output_0 : SV_Target0;
|
|
};
|
|
|
|
void frag_main()
|
|
{
|
|
precise float fragment_unnamed_36 = fragment_uniform_buffer_0[105u].x * (-1.0f);
|
|
precise float fragment_unnamed_38 = fragment_uniform_buffer_0[105u].x * (-1.0f);
|
|
precise float fragment_unnamed_39 = fragment_uniform_buffer_0[105u].x * 1.0f;
|
|
precise float fragment_unnamed_41 = fragment_uniform_buffer_0[105u].x * 1.0f;
|
|
float fragment_unnamed_71 = float(uint(gl_Layer));
|
|
float4 fragment_unnamed_78 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_36, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_38, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
|
|
float4 fragment_unnamed_88 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_39, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_38, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
|
|
precise float fragment_unnamed_94 = fragment_unnamed_88.x + fragment_unnamed_78.x;
|
|
precise float fragment_unnamed_95 = fragment_unnamed_88.y + fragment_unnamed_78.y;
|
|
precise float fragment_unnamed_96 = fragment_unnamed_88.z + fragment_unnamed_78.z;
|
|
precise float fragment_unnamed_97 = fragment_unnamed_88.w + fragment_unnamed_78.w;
|
|
float4 fragment_unnamed_101 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_36, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_41, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
|
|
float4 fragment_unnamed_110 = _BlitTexture.SampleBias(sampler_BlitTexture, float3(mad(fragment_uniform_buffer_0[101u].x, fragment_unnamed_39, fragment_input_1.x), mad(fragment_uniform_buffer_0[101u].y, fragment_unnamed_41, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x);
|
|
precise float fragment_unnamed_116 = fragment_unnamed_94 + fragment_unnamed_101.x;
|
|
precise float fragment_unnamed_117 = fragment_unnamed_95 + fragment_unnamed_101.y;
|
|
precise float fragment_unnamed_118 = fragment_unnamed_96 + fragment_unnamed_101.z;
|
|
precise float fragment_unnamed_119 = fragment_unnamed_97 + fragment_unnamed_101.w;
|
|
precise float fragment_unnamed_120 = fragment_unnamed_110.x + fragment_unnamed_116;
|
|
precise float fragment_unnamed_121 = fragment_unnamed_110.y + fragment_unnamed_117;
|
|
precise float fragment_unnamed_122 = fragment_unnamed_110.z + fragment_unnamed_118;
|
|
precise float fragment_unnamed_123 = fragment_unnamed_110.w + fragment_unnamed_119;
|
|
precise float fragment_unnamed_124 = fragment_unnamed_120 * 0.25f;
|
|
precise float fragment_unnamed_126 = fragment_unnamed_121 * 0.25f;
|
|
precise float fragment_unnamed_127 = fragment_unnamed_122 * 0.25f;
|
|
precise float fragment_unnamed_128 = fragment_unnamed_123 * 0.25f;
|
|
fragment_output_0.x = fragment_unnamed_124;
|
|
fragment_output_0.y = fragment_unnamed_126;
|
|
fragment_output_0.z = fragment_unnamed_127;
|
|
fragment_output_0.w = fragment_unnamed_128;
|
|
}
|
|
|
|
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
|
{
|
|
fragment_uniform_buffer_0[101] = float4(_BlitTexture_TexelSize[0], _BlitTexture_TexelSize[1], _BlitTexture_TexelSize[2], _BlitTexture_TexelSize[3]);
|
|
|
|
fragment_uniform_buffer_0[105] = float4(_SampleOffset, fragment_uniform_buffer_0[105][1], fragment_uniform_buffer_0[105][2], fragment_uniform_buffer_0[105][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
|
|
}
|
|
}
|
|
}
|