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

4533 lines
252 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing"
{
Properties
{
[HideInInspector] _StencilRef ("_StencilRef", Float) = 64
[HideInInspector] _StencilMask ("_StencilMask", Float) = 64
}
SubShader
{
Pass
{
ZTest Always
ZWrite Off
Cull Off
Stencil
{
WriteMask 0
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
GpuProgramID 65069
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 _SMAA_PRESET_HIGH
#pragma shader_feature _SMAA_PRESET_LOW
#pragma shader_feature _SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
};
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;
float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_60;
vertex_output_1.y = vertex_unnamed_61;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60);
vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61);
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f);
precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39;
precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f;
float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_63;
vertex_output_1.y = vertex_unnamed_64;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63);
vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64);
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
};
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;
float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_60;
vertex_output_1.y = vertex_unnamed_61;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60);
vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61);
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f);
precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39;
precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f;
float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_63;
vertex_output_1.y = vertex_unnamed_64;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63);
vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64);
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
};
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;
float vertex_unnamed_60 = mad(vertex_unnamed_35, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_61 = mad(vertex_unnamed_48, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_60;
vertex_output_1.y = vertex_unnamed_61;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, -1.0f, vertex_unnamed_60);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -1.0f, vertex_unnamed_61);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_60);
vertex_output_3.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_3.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_61);
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -2.0f, vertex_unnamed_60);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_61);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_60);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, -2.0f, vertex_unnamed_61);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_38 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_39 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_38, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_39, 2.0f, -1.0f);
precise float vertex_unnamed_49 = (-0.0f) - vertex_unnamed_39;
precise float vertex_unnamed_51 = vertex_unnamed_49 + 1.0f;
float vertex_unnamed_63 = mad(vertex_unnamed_38, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_64 = mad(vertex_unnamed_51, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_63;
vertex_output_1.y = vertex_unnamed_64;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, -1.0f, vertex_unnamed_63);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -1.0f, vertex_unnamed_64);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_63);
vertex_output_3.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_3.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_64);
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -2.0f, vertex_unnamed_63);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_64);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_63);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, -2.0f, vertex_unnamed_64);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_323)
{
if (fragment_unnamed_323)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_61 = exp2(fragment_unnamed_57);
float fragment_unnamed_62 = exp2(fragment_unnamed_59);
float fragment_unnamed_63 = exp2(fragment_unnamed_60);
float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_85 = exp2(fragment_unnamed_82);
float fragment_unnamed_86 = exp2(fragment_unnamed_83);
float fragment_unnamed_87 = exp2(fragment_unnamed_84);
precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85;
precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86;
precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87;
precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88;
precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90;
precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91;
float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92)));
float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_123 = exp2(fragment_unnamed_120);
float fragment_unnamed_124 = exp2(fragment_unnamed_121);
float fragment_unnamed_125 = exp2(fragment_unnamed_122);
precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125;
precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126;
precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127;
precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128;
float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129)));
float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176);
precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177);
precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178);
precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182;
precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183;
precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184;
float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211);
precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212);
precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213);
precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217;
precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218;
precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219;
float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248);
precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249);
precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250);
precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254;
precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255;
precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256;
float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283);
precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284);
precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285);
precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289;
precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290;
precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291;
float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257)))));
precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99;
precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136;
precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146;
precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147);
fragment_output_0.x = fragment_unnamed_314;
fragment_output_0.y = fragment_unnamed_315;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_328)
{
if (fragment_unnamed_328)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_66 = exp2(fragment_unnamed_62);
float fragment_unnamed_67 = exp2(fragment_unnamed_64);
float fragment_unnamed_68 = exp2(fragment_unnamed_65);
float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_90 = exp2(fragment_unnamed_87);
float fragment_unnamed_91 = exp2(fragment_unnamed_88);
float fragment_unnamed_92 = exp2(fragment_unnamed_89);
precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90;
precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91;
precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92;
precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93;
precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95;
precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96;
float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97)));
float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_128 = exp2(fragment_unnamed_125);
float fragment_unnamed_129 = exp2(fragment_unnamed_126);
float fragment_unnamed_130 = exp2(fragment_unnamed_127);
precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128;
precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129;
precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130;
precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131;
precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132;
precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133;
float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134)));
float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.1500000059604644775390625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181);
precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182);
precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183);
precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187;
precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188;
precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189;
float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216);
precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217);
precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218);
precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222;
precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223;
precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224;
float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253);
precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254);
precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255);
precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259;
precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260;
precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261;
float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288);
precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289);
precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290);
precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128;
precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129;
precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130;
float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262)))));
precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104;
precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141;
precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151;
precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152);
fragment_output_0.x = fragment_unnamed_319;
fragment_output_0.y = fragment_unnamed_320;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_323)
{
if (fragment_unnamed_323)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_61 = exp2(fragment_unnamed_57);
float fragment_unnamed_62 = exp2(fragment_unnamed_59);
float fragment_unnamed_63 = exp2(fragment_unnamed_60);
float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_85 = exp2(fragment_unnamed_82);
float fragment_unnamed_86 = exp2(fragment_unnamed_83);
float fragment_unnamed_87 = exp2(fragment_unnamed_84);
precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85;
precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86;
precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87;
precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88;
precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90;
precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91;
float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92)));
float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_123 = exp2(fragment_unnamed_120);
float fragment_unnamed_124 = exp2(fragment_unnamed_121);
float fragment_unnamed_125 = exp2(fragment_unnamed_122);
precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125;
precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126;
precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127;
precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128;
float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129)));
float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176);
precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177);
precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178);
precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182;
precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183;
precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184;
float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211);
precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212);
precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213);
precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217;
precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218;
precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219;
float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248);
precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249);
precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250);
precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254;
precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255;
precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256;
float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283);
precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284);
precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285);
precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289;
precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290;
precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291;
float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257)))));
precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99;
precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136;
precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146;
precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147);
fragment_output_0.x = fragment_unnamed_314;
fragment_output_0.y = fragment_unnamed_315;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_328)
{
if (fragment_unnamed_328)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_66 = exp2(fragment_unnamed_62);
float fragment_unnamed_67 = exp2(fragment_unnamed_64);
float fragment_unnamed_68 = exp2(fragment_unnamed_65);
float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_90 = exp2(fragment_unnamed_87);
float fragment_unnamed_91 = exp2(fragment_unnamed_88);
float fragment_unnamed_92 = exp2(fragment_unnamed_89);
precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90;
precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91;
precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92;
precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93;
precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95;
precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96;
float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97)));
float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_128 = exp2(fragment_unnamed_125);
float fragment_unnamed_129 = exp2(fragment_unnamed_126);
float fragment_unnamed_130 = exp2(fragment_unnamed_127);
precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128;
precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129;
precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130;
precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131;
precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132;
precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133;
float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134)));
float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181);
precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182);
precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183);
precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187;
precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188;
precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189;
float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216);
precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217);
precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218);
precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222;
precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223;
precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224;
float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253);
precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254);
precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255);
precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259;
precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260;
precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261;
float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288);
precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289);
precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290);
precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128;
precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129;
precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130;
float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262)))));
precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104;
precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141;
precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151;
precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152);
fragment_output_0.x = fragment_unnamed_319;
fragment_output_0.y = fragment_unnamed_320;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _BlitTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_323)
{
if (fragment_unnamed_323)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float4 fragment_unnamed_45 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_57 = log2(abs(fragment_unnamed_45.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_59 = log2(abs(fragment_unnamed_45.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_60 = log2(abs(fragment_unnamed_45.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_61 = exp2(fragment_unnamed_57);
float fragment_unnamed_62 = exp2(fragment_unnamed_59);
float fragment_unnamed_63 = exp2(fragment_unnamed_60);
float4 fragment_unnamed_71 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_82 = log2(abs(fragment_unnamed_71.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_83 = log2(abs(fragment_unnamed_71.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_84 = log2(abs(fragment_unnamed_71.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_85 = exp2(fragment_unnamed_82);
float fragment_unnamed_86 = exp2(fragment_unnamed_83);
float fragment_unnamed_87 = exp2(fragment_unnamed_84);
precise float fragment_unnamed_88 = (-0.0f) - fragment_unnamed_85;
precise float fragment_unnamed_90 = (-0.0f) - fragment_unnamed_86;
precise float fragment_unnamed_91 = (-0.0f) - fragment_unnamed_87;
precise float fragment_unnamed_92 = fragment_unnamed_61 + fragment_unnamed_88;
precise float fragment_unnamed_93 = fragment_unnamed_62 + fragment_unnamed_90;
precise float fragment_unnamed_94 = fragment_unnamed_63 + fragment_unnamed_91;
float fragment_unnamed_99 = max(abs(fragment_unnamed_94), max(abs(fragment_unnamed_93), abs(fragment_unnamed_92)));
float4 fragment_unnamed_109 = _BlitTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_120 = log2(abs(fragment_unnamed_109.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_121 = log2(abs(fragment_unnamed_109.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_122 = log2(abs(fragment_unnamed_109.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_123 = exp2(fragment_unnamed_120);
float fragment_unnamed_124 = exp2(fragment_unnamed_121);
float fragment_unnamed_125 = exp2(fragment_unnamed_122);
precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123;
precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124;
precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_125;
precise float fragment_unnamed_129 = fragment_unnamed_61 + fragment_unnamed_126;
precise float fragment_unnamed_130 = fragment_unnamed_62 + fragment_unnamed_127;
precise float fragment_unnamed_131 = fragment_unnamed_63 + fragment_unnamed_128;
float fragment_unnamed_136 = max(abs(fragment_unnamed_131), max(abs(fragment_unnamed_130), abs(fragment_unnamed_129)));
float fragment_unnamed_146 = asfloat(((fragment_unnamed_99 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_147 = ((fragment_unnamed_136 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_146, asfloat(fragment_unnamed_147)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_165 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.x, fragment_input_3.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_176 = log2(abs(fragment_unnamed_165.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_177 = log2(abs(fragment_unnamed_165.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_178 = log2(abs(fragment_unnamed_165.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = (-0.0f) - exp2(fragment_unnamed_176);
precise float fragment_unnamed_183 = (-0.0f) - exp2(fragment_unnamed_177);
precise float fragment_unnamed_184 = (-0.0f) - exp2(fragment_unnamed_178);
precise float fragment_unnamed_185 = fragment_unnamed_61 + fragment_unnamed_182;
precise float fragment_unnamed_186 = fragment_unnamed_62 + fragment_unnamed_183;
precise float fragment_unnamed_187 = fragment_unnamed_63 + fragment_unnamed_184;
float4 fragment_unnamed_200 = _BlitTexture.SampleBias(S0, float2(fragment_input_3.z, fragment_input_3.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_211 = log2(abs(fragment_unnamed_200.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_212 = log2(abs(fragment_unnamed_200.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_213 = log2(abs(fragment_unnamed_200.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = (-0.0f) - exp2(fragment_unnamed_211);
precise float fragment_unnamed_218 = (-0.0f) - exp2(fragment_unnamed_212);
precise float fragment_unnamed_219 = (-0.0f) - exp2(fragment_unnamed_213);
precise float fragment_unnamed_220 = fragment_unnamed_61 + fragment_unnamed_217;
precise float fragment_unnamed_221 = fragment_unnamed_62 + fragment_unnamed_218;
precise float fragment_unnamed_222 = fragment_unnamed_63 + fragment_unnamed_219;
float4 fragment_unnamed_237 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.x, fragment_input_4.y), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_248 = log2(abs(fragment_unnamed_237.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_249 = log2(abs(fragment_unnamed_237.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_250 = log2(abs(fragment_unnamed_237.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = (-0.0f) - exp2(fragment_unnamed_248);
precise float fragment_unnamed_255 = (-0.0f) - exp2(fragment_unnamed_249);
precise float fragment_unnamed_256 = (-0.0f) - exp2(fragment_unnamed_250);
precise float fragment_unnamed_257 = fragment_unnamed_85 + fragment_unnamed_254;
precise float fragment_unnamed_258 = fragment_unnamed_86 + fragment_unnamed_255;
precise float fragment_unnamed_259 = fragment_unnamed_87 + fragment_unnamed_256;
float4 fragment_unnamed_272 = _BlitTexture.SampleBias(S0, float2(fragment_input_4.z, fragment_input_4.w), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_283 = log2(abs(fragment_unnamed_272.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_284 = log2(abs(fragment_unnamed_272.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_285 = log2(abs(fragment_unnamed_272.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = (-0.0f) - exp2(fragment_unnamed_283);
precise float fragment_unnamed_290 = (-0.0f) - exp2(fragment_unnamed_284);
precise float fragment_unnamed_291 = (-0.0f) - exp2(fragment_unnamed_285);
precise float fragment_unnamed_292 = fragment_unnamed_123 + fragment_unnamed_289;
precise float fragment_unnamed_293 = fragment_unnamed_124 + fragment_unnamed_290;
precise float fragment_unnamed_294 = fragment_unnamed_125 + fragment_unnamed_291;
float fragment_unnamed_302 = max(max(max(fragment_unnamed_136, max(abs(fragment_unnamed_222), max(abs(fragment_unnamed_221), abs(fragment_unnamed_220)))), max(abs(fragment_unnamed_294), max(abs(fragment_unnamed_293), abs(fragment_unnamed_292)))), max(max(fragment_unnamed_99, max(abs(fragment_unnamed_187), max(abs(fragment_unnamed_186), abs(fragment_unnamed_185)))), max(abs(fragment_unnamed_259), max(abs(fragment_unnamed_258), abs(fragment_unnamed_257)))));
precise float fragment_unnamed_303 = fragment_unnamed_99 + fragment_unnamed_99;
precise float fragment_unnamed_304 = fragment_unnamed_136 + fragment_unnamed_136;
precise float fragment_unnamed_314 = asfloat(((fragment_unnamed_303 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_146;
precise float fragment_unnamed_315 = asfloat(((fragment_unnamed_304 >= fragment_unnamed_302) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_147);
fragment_output_0.x = fragment_unnamed_314;
fragment_output_0.y = fragment_unnamed_315;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float2 _GlobalMipBias;
static float4 fragment_uniform_buffer_0[5];
Texture2DArray<float4> _BlitTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_328)
{
if (fragment_unnamed_328)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_62 = log2(abs(fragment_unnamed_49.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_64 = log2(abs(fragment_unnamed_49.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_65 = log2(abs(fragment_unnamed_49.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_66 = exp2(fragment_unnamed_62);
float fragment_unnamed_67 = exp2(fragment_unnamed_64);
float fragment_unnamed_68 = exp2(fragment_unnamed_65);
float4 fragment_unnamed_76 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_87 = log2(abs(fragment_unnamed_76.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_88 = log2(abs(fragment_unnamed_76.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_89 = log2(abs(fragment_unnamed_76.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_90 = exp2(fragment_unnamed_87);
float fragment_unnamed_91 = exp2(fragment_unnamed_88);
float fragment_unnamed_92 = exp2(fragment_unnamed_89);
precise float fragment_unnamed_93 = (-0.0f) - fragment_unnamed_90;
precise float fragment_unnamed_95 = (-0.0f) - fragment_unnamed_91;
precise float fragment_unnamed_96 = (-0.0f) - fragment_unnamed_92;
precise float fragment_unnamed_97 = fragment_unnamed_66 + fragment_unnamed_93;
precise float fragment_unnamed_98 = fragment_unnamed_67 + fragment_unnamed_95;
precise float fragment_unnamed_99 = fragment_unnamed_68 + fragment_unnamed_96;
float fragment_unnamed_104 = max(abs(fragment_unnamed_99), max(abs(fragment_unnamed_98), abs(fragment_unnamed_97)));
float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_125 = log2(abs(fragment_unnamed_114.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_126 = log2(abs(fragment_unnamed_114.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_127 = log2(abs(fragment_unnamed_114.z)) * 0.4545454680919647216796875f;
float fragment_unnamed_128 = exp2(fragment_unnamed_125);
float fragment_unnamed_129 = exp2(fragment_unnamed_126);
float fragment_unnamed_130 = exp2(fragment_unnamed_127);
precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128;
precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129;
precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_130;
precise float fragment_unnamed_134 = fragment_unnamed_66 + fragment_unnamed_131;
precise float fragment_unnamed_135 = fragment_unnamed_67 + fragment_unnamed_132;
precise float fragment_unnamed_136 = fragment_unnamed_68 + fragment_unnamed_133;
float fragment_unnamed_141 = max(abs(fragment_unnamed_136), max(abs(fragment_unnamed_135), abs(fragment_unnamed_134)));
float fragment_unnamed_151 = asfloat(((fragment_unnamed_104 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u);
uint fragment_unnamed_152 = ((fragment_unnamed_141 >= 0.100000001490116119384765625f) ? 4294967295u : 0u) & 1065353216u;
discard_cond(dot(float2(fragment_unnamed_151, asfloat(fragment_unnamed_152)), 1.0f.xx) == 0.0f);
float4 fragment_unnamed_170 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.x, fragment_input_3.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_181 = log2(abs(fragment_unnamed_170.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_182 = log2(abs(fragment_unnamed_170.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_183 = log2(abs(fragment_unnamed_170.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_187 = (-0.0f) - exp2(fragment_unnamed_181);
precise float fragment_unnamed_188 = (-0.0f) - exp2(fragment_unnamed_182);
precise float fragment_unnamed_189 = (-0.0f) - exp2(fragment_unnamed_183);
precise float fragment_unnamed_190 = fragment_unnamed_66 + fragment_unnamed_187;
precise float fragment_unnamed_191 = fragment_unnamed_67 + fragment_unnamed_188;
precise float fragment_unnamed_192 = fragment_unnamed_68 + fragment_unnamed_189;
float4 fragment_unnamed_205 = _BlitTexture.SampleBias(S0, float3(fragment_input_3.z, fragment_input_3.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_216 = log2(abs(fragment_unnamed_205.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_217 = log2(abs(fragment_unnamed_205.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_218 = log2(abs(fragment_unnamed_205.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_222 = (-0.0f) - exp2(fragment_unnamed_216);
precise float fragment_unnamed_223 = (-0.0f) - exp2(fragment_unnamed_217);
precise float fragment_unnamed_224 = (-0.0f) - exp2(fragment_unnamed_218);
precise float fragment_unnamed_225 = fragment_unnamed_66 + fragment_unnamed_222;
precise float fragment_unnamed_226 = fragment_unnamed_67 + fragment_unnamed_223;
precise float fragment_unnamed_227 = fragment_unnamed_68 + fragment_unnamed_224;
float4 fragment_unnamed_242 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.x, fragment_input_4.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_253 = log2(abs(fragment_unnamed_242.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_254 = log2(abs(fragment_unnamed_242.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_255 = log2(abs(fragment_unnamed_242.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_259 = (-0.0f) - exp2(fragment_unnamed_253);
precise float fragment_unnamed_260 = (-0.0f) - exp2(fragment_unnamed_254);
precise float fragment_unnamed_261 = (-0.0f) - exp2(fragment_unnamed_255);
precise float fragment_unnamed_262 = fragment_unnamed_90 + fragment_unnamed_259;
precise float fragment_unnamed_263 = fragment_unnamed_91 + fragment_unnamed_260;
precise float fragment_unnamed_264 = fragment_unnamed_92 + fragment_unnamed_261;
float4 fragment_unnamed_277 = _BlitTexture.SampleBias(S0, float3(fragment_input_4.z, fragment_input_4.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
precise float fragment_unnamed_288 = log2(abs(fragment_unnamed_277.x)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_289 = log2(abs(fragment_unnamed_277.y)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_290 = log2(abs(fragment_unnamed_277.z)) * 0.4545454680919647216796875f;
precise float fragment_unnamed_294 = (-0.0f) - exp2(fragment_unnamed_288);
precise float fragment_unnamed_295 = (-0.0f) - exp2(fragment_unnamed_289);
precise float fragment_unnamed_296 = (-0.0f) - exp2(fragment_unnamed_290);
precise float fragment_unnamed_297 = fragment_unnamed_294 + fragment_unnamed_128;
precise float fragment_unnamed_298 = fragment_unnamed_295 + fragment_unnamed_129;
precise float fragment_unnamed_299 = fragment_unnamed_296 + fragment_unnamed_130;
float fragment_unnamed_307 = max(max(max(fragment_unnamed_141, max(abs(fragment_unnamed_227), max(abs(fragment_unnamed_226), abs(fragment_unnamed_225)))), max(abs(fragment_unnamed_299), max(abs(fragment_unnamed_298), abs(fragment_unnamed_297)))), max(max(fragment_unnamed_104, max(abs(fragment_unnamed_192), max(abs(fragment_unnamed_191), abs(fragment_unnamed_190)))), max(abs(fragment_unnamed_264), max(abs(fragment_unnamed_263), abs(fragment_unnamed_262)))));
precise float fragment_unnamed_308 = fragment_unnamed_104 + fragment_unnamed_104;
precise float fragment_unnamed_309 = fragment_unnamed_141 + fragment_unnamed_141;
precise float fragment_unnamed_319 = asfloat(((fragment_unnamed_308 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * fragment_unnamed_151;
precise float fragment_unnamed_320 = asfloat(((fragment_unnamed_309 >= fragment_unnamed_307) ? 4294967295u : 0u) & 1065353216u) * asfloat(fragment_unnamed_152);
fragment_output_0.x = fragment_unnamed_319;
fragment_output_0.y = fragment_unnamed_320;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
discard_exit();
}
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;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
// 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
}
Pass
{
ZTest Always
ZWrite Off
Cull Off
Stencil
{
ReadMask 0
WriteMask 0
Comp Equal
Pass Replace
Fail Keep
ZFail Keep
}
GpuProgramID 72395
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 _SMAA_PRESET_HIGH
#pragma shader_feature _SMAA_PRESET_LOW
#pragma shader_feature _SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z;
precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w;
vertex_output_1.x = vertex_unnamed_71;
vertex_output_1.y = vertex_unnamed_72;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61);
float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61);
float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62);
float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62);
vertex_output_2.x = vertex_unnamed_81;
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_2.z = vertex_unnamed_83;
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.y = vertex_unnamed_93;
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.w = vertex_unnamed_95;
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -8.0f, vertex_unnamed_81);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 8.0f, vertex_unnamed_83);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -8.0f, vertex_unnamed_93);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 8.0f, vertex_unnamed_95);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f);
precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40;
precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f;
float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z;
precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w;
vertex_output_1.x = vertex_unnamed_74;
vertex_output_1.y = vertex_unnamed_75;
vertex_output_1.x = vertex_unnamed_64;
vertex_output_1.y = vertex_unnamed_65;
float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64);
float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64);
float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65);
float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65);
vertex_output_2.x = vertex_unnamed_84;
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_2.z = vertex_unnamed_86;
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.y = vertex_unnamed_96;
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.w = vertex_unnamed_98;
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -8.0f, vertex_unnamed_84);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 8.0f, vertex_unnamed_86);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -8.0f, vertex_unnamed_96);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 8.0f, vertex_unnamed_98);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z;
precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w;
vertex_output_1.x = vertex_unnamed_71;
vertex_output_1.y = vertex_unnamed_72;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61);
float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61);
float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62);
float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62);
vertex_output_2.x = vertex_unnamed_81;
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_2.z = vertex_unnamed_83;
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.y = vertex_unnamed_93;
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.w = vertex_unnamed_95;
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -16.0f, vertex_unnamed_81);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 16.0f, vertex_unnamed_83);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -16.0f, vertex_unnamed_93);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 16.0f, vertex_unnamed_95);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f);
precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40;
precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f;
float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z;
precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w;
vertex_output_1.x = vertex_unnamed_74;
vertex_output_1.y = vertex_unnamed_75;
vertex_output_1.x = vertex_unnamed_64;
vertex_output_1.y = vertex_unnamed_65;
float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64);
float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64);
float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65);
float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65);
vertex_output_2.x = vertex_unnamed_84;
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_2.z = vertex_unnamed_86;
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.y = vertex_unnamed_96;
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.w = vertex_unnamed_98;
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -16.0f, vertex_unnamed_84);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 16.0f, vertex_unnamed_86);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -16.0f, vertex_unnamed_96);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 16.0f, vertex_unnamed_98);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
uint gl_VertexIndex : SV_VertexID;
uint gl_BaseVertexARB : SV_StartVertexLocation;
};
struct Vertex_Stage_Output
{
float2 vertex_output_1 : TEXCOORD; // TEXCOORD
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_71 = vertex_unnamed_61 * vertex_uniform_buffer_0[136u].z;
precise float vertex_unnamed_72 = vertex_unnamed_62 * vertex_uniform_buffer_0[136u].w;
vertex_output_1.x = vertex_unnamed_71;
vertex_output_1.y = vertex_unnamed_72;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
float vertex_unnamed_81 = mad(vertex_uniform_buffer_0[136u].x, -0.25f, vertex_unnamed_61);
float vertex_unnamed_83 = mad(vertex_uniform_buffer_0[136u].x, 1.25f, vertex_unnamed_61);
float vertex_unnamed_93 = mad(vertex_uniform_buffer_0[136u].y, -0.25f, vertex_unnamed_62);
float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[136u].y, 1.25f, vertex_unnamed_62);
vertex_output_2.x = vertex_unnamed_81;
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_2.z = vertex_unnamed_83;
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, -0.125f, vertex_unnamed_62);
vertex_output_3.x = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.y = vertex_unnamed_93;
vertex_output_3.z = mad(vertex_uniform_buffer_0[136u].x, -0.125f, vertex_unnamed_61);
vertex_output_3.w = vertex_unnamed_95;
vertex_output_4.x = mad(vertex_uniform_buffer_0[136u].x, -32.0f, vertex_unnamed_81);
vertex_output_4.y = mad(vertex_uniform_buffer_0[136u].x, 32.0f, vertex_unnamed_83);
vertex_output_4.z = mad(vertex_uniform_buffer_0[136u].y, -32.0f, vertex_unnamed_93);
vertex_output_4.w = mad(vertex_uniform_buffer_0[136u].y, 32.0f, vertex_unnamed_95);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float2 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
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
float2 vertex_output_1 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_2 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_3 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_4 : TEXCOORD4; // TEXCOORD_4
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_39 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_40 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_39, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_40, 2.0f, -1.0f);
precise float vertex_unnamed_50 = (-0.0f) - vertex_unnamed_40;
precise float vertex_unnamed_52 = vertex_unnamed_50 + 1.0f;
float vertex_unnamed_64 = mad(vertex_unnamed_39, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_65 = mad(vertex_unnamed_52, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
precise float vertex_unnamed_74 = vertex_unnamed_64 * vertex_uniform_buffer_0[105u].z;
precise float vertex_unnamed_75 = vertex_unnamed_65 * vertex_uniform_buffer_0[105u].w;
vertex_output_1.x = vertex_unnamed_74;
vertex_output_1.y = vertex_unnamed_75;
vertex_output_1.x = vertex_unnamed_64;
vertex_output_1.y = vertex_unnamed_65;
float vertex_unnamed_84 = mad(vertex_uniform_buffer_0[105u].x, -0.25f, vertex_unnamed_64);
float vertex_unnamed_86 = mad(vertex_uniform_buffer_0[105u].x, 1.25f, vertex_unnamed_64);
float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[105u].y, -0.25f, vertex_unnamed_65);
float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[105u].y, 1.25f, vertex_unnamed_65);
vertex_output_2.x = vertex_unnamed_84;
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_2.z = vertex_unnamed_86;
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, -0.125f, vertex_unnamed_65);
vertex_output_3.x = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.y = vertex_unnamed_96;
vertex_output_3.z = mad(vertex_uniform_buffer_0[105u].x, -0.125f, vertex_unnamed_64);
vertex_output_3.w = vertex_unnamed_98;
vertex_output_4.x = mad(vertex_uniform_buffer_0[105u].x, -32.0f, vertex_unnamed_84);
vertex_output_4.y = mad(vertex_uniform_buffer_0[105u].x, 32.0f, vertex_unnamed_86);
vertex_output_4.z = mad(vertex_uniform_buffer_0[105u].y, -32.0f, vertex_unnamed_96);
vertex_output_4.w = mad(vertex_uniform_buffer_0[105u].y, 32.0f, vertex_unnamed_98);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_1 = vertex_output_1;
stage_output.vertex_output_2 = vertex_output_2;
stage_output.vertex_output_3 = vertex_output_3;
stage_output.vertex_output_4 = vertex_output_4;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
if (0.0f < fragment_unnamed_50.y)
{
float fragment_unnamed_68;
float fragment_unnamed_72;
float fragment_unnamed_74;
fragment_unnamed_68 = fragment_input_2.x;
fragment_unnamed_72 = asfloat(1065353216u);
fragment_unnamed_74 = asfloat(0u);
float4 fragment_unnamed_123;
float2 fragment_unnamed_124;
for (float fragment_unnamed_70 = fragment_input_2.y; !((((fragment_unnamed_74 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_72) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_68) ? 4294967295u : 0u))) == 0u); fragment_unnamed_124 = float2(fragment_unnamed_68, fragment_unnamed_70), fragment_unnamed_123 = _BlitTexture.SampleLevel(S0, fragment_unnamed_124, 0.0f), fragment_unnamed_68 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_68), fragment_unnamed_70 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_70), fragment_unnamed_72 = fragment_unnamed_123.y, fragment_unnamed_74 = fragment_unnamed_123.x)
{
}
float fragment_unnamed_107 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_74, 0.5f, 0.0078125f), mad(fragment_unnamed_72, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_68);
float fragment_unnamed_138;
float fragment_unnamed_142;
float fragment_unnamed_144;
fragment_unnamed_138 = fragment_input_2.z;
fragment_unnamed_142 = asfloat(1065353216u);
fragment_unnamed_144 = asfloat(0u);
float4 fragment_unnamed_236;
float2 fragment_unnamed_237;
for (float fragment_unnamed_140 = fragment_input_2.w; !((((fragment_unnamed_144 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_142) ? 4294967295u : 0u) & ((fragment_unnamed_138 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_237 = float2(fragment_unnamed_138, fragment_unnamed_140), fragment_unnamed_236 = _BlitTexture.SampleLevel(S0, fragment_unnamed_237, 0.0f), fragment_unnamed_138 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_138), fragment_unnamed_140 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_140), fragment_unnamed_142 = fragment_unnamed_236.y, fragment_unnamed_144 = fragment_unnamed_236.x)
{
}
precise float fragment_unnamed_187 = (-0.0f) - fragment_uniform_buffer_0[136u].x;
float fragment_unnamed_188 = mad(fragment_unnamed_187, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_144, 0.5f, 0.5234375f), mad(fragment_unnamed_142, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_138);
precise float fragment_unnamed_194 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_214 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_107, fragment_input_3.y), 0.0f).x * 4.0f;
precise float fragment_unnamed_216 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_188), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f;
float4 fragment_unnamed_229 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_214), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_107, fragment_unnamed_194))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_216), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_188, fragment_unnamed_194))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.x = fragment_unnamed_229.x;
fragment_output_0.y = fragment_unnamed_229.y;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
}
if (0.0f < fragment_unnamed_50.x)
{
float fragment_unnamed_157;
float fragment_unnamed_159;
float fragment_unnamed_161;
fragment_unnamed_157 = fragment_input_3.y;
fragment_unnamed_159 = asfloat(1065353216u);
fragment_unnamed_161 = asfloat(0u);
float4 fragment_unnamed_267;
float2 fragment_unnamed_268;
for (float fragment_unnamed_163 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_268 = float2(fragment_unnamed_163, fragment_unnamed_157), fragment_unnamed_267 = _BlitTexture.SampleLevel(S0, fragment_unnamed_268, 0.0f), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_267.x, fragment_unnamed_161 = fragment_unnamed_267.y, fragment_unnamed_163 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_163))
{
}
float fragment_unnamed_253 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157);
float fragment_unnamed_275;
float fragment_unnamed_277;
float fragment_unnamed_279;
fragment_unnamed_275 = fragment_input_3.w;
fragment_unnamed_277 = asfloat(1065353216u);
fragment_unnamed_279 = asfloat(0u);
float4 fragment_unnamed_344;
float2 fragment_unnamed_345;
for (float fragment_unnamed_273 = fragment_input_3.z; !(((((fragment_unnamed_275 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_277) ? 4294967295u : 0u)) & ((fragment_unnamed_279 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_345 = float2(fragment_unnamed_273, fragment_unnamed_275), fragment_unnamed_344 = _BlitTexture.SampleLevel(S0, fragment_unnamed_345, 0.0f), fragment_unnamed_273 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_273), fragment_unnamed_275 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_275), fragment_unnamed_277 = fragment_unnamed_344.x, fragment_unnamed_279 = fragment_unnamed_344.y)
{
}
precise float fragment_unnamed_302 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
float fragment_unnamed_303 = mad(fragment_unnamed_302, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_279, 0.5f, 0.5234375f), mad(fragment_unnamed_277, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_275);
precise float fragment_unnamed_309 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_328 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_253), 0.0f).y * 4.0f;
precise float fragment_unnamed_329 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_303)), 0.0f).y * 4.0f;
float4 fragment_unnamed_337 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_328), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_253, fragment_unnamed_309))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_329), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_303, fragment_unnamed_309))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.z = fragment_unnamed_337.x;
fragment_output_0.w = fragment_unnamed_337.y;
}
else
{
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[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_41 = float(uint(gl_Layer));
float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x);
if (0.0f < fragment_unnamed_56.y)
{
float fragment_unnamed_75;
float fragment_unnamed_79;
float fragment_unnamed_81;
fragment_unnamed_75 = fragment_input_2.x;
fragment_unnamed_79 = asfloat(1065353216u);
fragment_unnamed_81 = asfloat(0u);
float4 fragment_unnamed_131;
float3 fragment_unnamed_132;
for (float fragment_unnamed_77 = fragment_input_2.y; !((((fragment_unnamed_81 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_79) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_75) ? 4294967295u : 0u))) == 0u); fragment_unnamed_132 = float3(fragment_unnamed_75, fragment_unnamed_77, fragment_unnamed_41), fragment_unnamed_131 = _BlitTexture.SampleLevel(S0, fragment_unnamed_132, 0.0f), fragment_unnamed_75 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_75), fragment_unnamed_77 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_77), fragment_unnamed_79 = fragment_unnamed_131.y, fragment_unnamed_81 = fragment_unnamed_131.x)
{
}
float fragment_unnamed_115 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_81, 0.5f, 0.0078125f), mad(fragment_unnamed_79, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_75);
float fragment_unnamed_146;
float fragment_unnamed_150;
float fragment_unnamed_152;
fragment_unnamed_146 = fragment_input_2.z;
fragment_unnamed_150 = asfloat(1065353216u);
fragment_unnamed_152 = asfloat(0u);
float4 fragment_unnamed_244;
float3 fragment_unnamed_245;
for (float fragment_unnamed_148 = fragment_input_2.w; !((((fragment_unnamed_152 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_150) ? 4294967295u : 0u) & ((fragment_unnamed_146 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_245 = float3(fragment_unnamed_146, fragment_unnamed_148, fragment_unnamed_41), fragment_unnamed_244 = _BlitTexture.SampleLevel(S0, fragment_unnamed_245, 0.0f), fragment_unnamed_146 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_146), fragment_unnamed_148 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_148), fragment_unnamed_150 = fragment_unnamed_244.y, fragment_unnamed_152 = fragment_unnamed_244.x)
{
}
precise float fragment_unnamed_195 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
float fragment_unnamed_196 = mad(fragment_unnamed_195, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_152, 0.5f, 0.5234375f), mad(fragment_unnamed_150, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_146);
precise float fragment_unnamed_202 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_222 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_115, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f;
precise float fragment_unnamed_224 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_196), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f;
float4 fragment_unnamed_237 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_222), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_115, fragment_unnamed_202))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_224), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_196, fragment_unnamed_202))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.x = fragment_unnamed_237.x;
fragment_output_0.y = fragment_unnamed_237.y;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
}
if (0.0f < fragment_unnamed_56.x)
{
float fragment_unnamed_167;
float fragment_unnamed_169;
float fragment_unnamed_171;
fragment_unnamed_167 = fragment_input_3.y;
fragment_unnamed_169 = asfloat(1065353216u);
fragment_unnamed_171 = asfloat(0u);
float4 fragment_unnamed_275;
float3 fragment_unnamed_276;
for (float fragment_unnamed_165 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_167) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_169) ? 4294967295u : 0u)) & ((fragment_unnamed_171 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_276 = float3(fragment_unnamed_165, fragment_unnamed_167, fragment_unnamed_41), fragment_unnamed_275 = _BlitTexture.SampleLevel(S0, fragment_unnamed_276, 0.0f), fragment_unnamed_165 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_165), fragment_unnamed_167 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_167), fragment_unnamed_169 = fragment_unnamed_275.x, fragment_unnamed_171 = fragment_unnamed_275.y)
{
}
float fragment_unnamed_261 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_171, 0.5f, 0.0078125f), mad(fragment_unnamed_169, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_167);
float fragment_unnamed_283;
float fragment_unnamed_285;
float fragment_unnamed_287;
fragment_unnamed_283 = fragment_input_3.w;
fragment_unnamed_285 = asfloat(1065353216u);
fragment_unnamed_287 = asfloat(0u);
float4 fragment_unnamed_352;
float3 fragment_unnamed_353;
for (float fragment_unnamed_281 = fragment_input_3.z; !(((((fragment_unnamed_283 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_285) ? 4294967295u : 0u)) & ((fragment_unnamed_287 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_353 = float3(fragment_unnamed_281, fragment_unnamed_283, fragment_unnamed_41), fragment_unnamed_352 = _BlitTexture.SampleLevel(S0, fragment_unnamed_353, 0.0f), fragment_unnamed_281 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_281), fragment_unnamed_283 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_283), fragment_unnamed_285 = fragment_unnamed_352.x, fragment_unnamed_287 = fragment_unnamed_352.y)
{
}
precise float fragment_unnamed_310 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
float fragment_unnamed_311 = mad(fragment_unnamed_310, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_287, 0.5f, 0.5234375f), mad(fragment_unnamed_285, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_283);
precise float fragment_unnamed_317 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_336 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_261, fragment_unnamed_41), 0.0f).y * 4.0f;
precise float fragment_unnamed_337 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_311), fragment_unnamed_41), 0.0f).y * 4.0f;
float4 fragment_unnamed_345 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_336), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_261, fragment_unnamed_317))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_337), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_311, fragment_unnamed_317))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.z = fragment_unnamed_345.x;
fragment_output_0.w = fragment_unnamed_345.y;
}
else
{
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[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
if (0.0f < fragment_unnamed_50.y)
{
float fragment_unnamed_68;
float fragment_unnamed_72;
float fragment_unnamed_74;
fragment_unnamed_68 = fragment_input_2.x;
fragment_unnamed_72 = asfloat(1065353216u);
fragment_unnamed_74 = asfloat(0u);
float4 fragment_unnamed_123;
float2 fragment_unnamed_124;
for (float fragment_unnamed_70 = fragment_input_2.y; !((((fragment_unnamed_74 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_72) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_68) ? 4294967295u : 0u))) == 0u); fragment_unnamed_124 = float2(fragment_unnamed_68, fragment_unnamed_70), fragment_unnamed_123 = _BlitTexture.SampleLevel(S0, fragment_unnamed_124, 0.0f), fragment_unnamed_68 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_68), fragment_unnamed_70 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_70), fragment_unnamed_72 = fragment_unnamed_123.y, fragment_unnamed_74 = fragment_unnamed_123.x)
{
}
float fragment_unnamed_107 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_74, 0.5f, 0.0078125f), mad(fragment_unnamed_72, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_68);
float fragment_unnamed_138;
float fragment_unnamed_142;
float fragment_unnamed_144;
fragment_unnamed_138 = fragment_input_2.z;
fragment_unnamed_142 = asfloat(1065353216u);
fragment_unnamed_144 = asfloat(0u);
float4 fragment_unnamed_236;
float2 fragment_unnamed_237;
for (float fragment_unnamed_140 = fragment_input_2.w; !((((fragment_unnamed_144 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_142) ? 4294967295u : 0u) & ((fragment_unnamed_138 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_237 = float2(fragment_unnamed_138, fragment_unnamed_140), fragment_unnamed_236 = _BlitTexture.SampleLevel(S0, fragment_unnamed_237, 0.0f), fragment_unnamed_138 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_138), fragment_unnamed_140 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_140), fragment_unnamed_142 = fragment_unnamed_236.y, fragment_unnamed_144 = fragment_unnamed_236.x)
{
}
precise float fragment_unnamed_187 = (-0.0f) - fragment_uniform_buffer_0[136u].x;
float fragment_unnamed_188 = mad(fragment_unnamed_187, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_144, 0.5f, 0.5234375f), mad(fragment_unnamed_142, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_138);
precise float fragment_unnamed_194 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_214 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_107, fragment_input_3.y), 0.0f).x * 4.0f;
precise float fragment_unnamed_216 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_188), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f;
float4 fragment_unnamed_229 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_214), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_107, fragment_unnamed_194))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_216), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_188, fragment_unnamed_194))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.x = fragment_unnamed_229.x;
fragment_output_0.y = fragment_unnamed_229.y;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
}
if (0.0f < fragment_unnamed_50.x)
{
float fragment_unnamed_157;
float fragment_unnamed_159;
float fragment_unnamed_161;
fragment_unnamed_157 = fragment_input_3.y;
fragment_unnamed_159 = asfloat(1065353216u);
fragment_unnamed_161 = asfloat(0u);
float4 fragment_unnamed_267;
float2 fragment_unnamed_268;
for (float fragment_unnamed_163 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_268 = float2(fragment_unnamed_163, fragment_unnamed_157), fragment_unnamed_267 = _BlitTexture.SampleLevel(S0, fragment_unnamed_268, 0.0f), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_267.x, fragment_unnamed_161 = fragment_unnamed_267.y, fragment_unnamed_163 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_163))
{
}
float fragment_unnamed_253 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157);
float fragment_unnamed_275;
float fragment_unnamed_277;
float fragment_unnamed_279;
fragment_unnamed_275 = fragment_input_3.w;
fragment_unnamed_277 = asfloat(1065353216u);
fragment_unnamed_279 = asfloat(0u);
float4 fragment_unnamed_344;
float2 fragment_unnamed_345;
for (float fragment_unnamed_273 = fragment_input_3.z; !(((((fragment_unnamed_275 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_277) ? 4294967295u : 0u)) & ((fragment_unnamed_279 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_345 = float2(fragment_unnamed_273, fragment_unnamed_275), fragment_unnamed_344 = _BlitTexture.SampleLevel(S0, fragment_unnamed_345, 0.0f), fragment_unnamed_273 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_273), fragment_unnamed_275 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_275), fragment_unnamed_277 = fragment_unnamed_344.x, fragment_unnamed_279 = fragment_unnamed_344.y)
{
}
precise float fragment_unnamed_302 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
float fragment_unnamed_303 = mad(fragment_unnamed_302, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_279, 0.5f, 0.5234375f), mad(fragment_unnamed_277, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_275);
precise float fragment_unnamed_309 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_328 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_253), 0.0f).y * 4.0f;
precise float fragment_unnamed_329 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_303)), 0.0f).y * 4.0f;
float4 fragment_unnamed_337 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_328), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_253, fragment_unnamed_309))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_329), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_303, fragment_unnamed_309))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.z = fragment_unnamed_337.x;
fragment_output_0.w = fragment_unnamed_337.y;
}
else
{
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[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_41 = float(uint(gl_Layer));
float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x);
if (0.0f < fragment_unnamed_56.y)
{
float fragment_unnamed_75;
float fragment_unnamed_79;
float fragment_unnamed_81;
fragment_unnamed_75 = fragment_input_2.x;
fragment_unnamed_79 = asfloat(1065353216u);
fragment_unnamed_81 = asfloat(0u);
float4 fragment_unnamed_131;
float3 fragment_unnamed_132;
for (float fragment_unnamed_77 = fragment_input_2.y; !((((fragment_unnamed_81 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_79) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_75) ? 4294967295u : 0u))) == 0u); fragment_unnamed_132 = float3(fragment_unnamed_75, fragment_unnamed_77, fragment_unnamed_41), fragment_unnamed_131 = _BlitTexture.SampleLevel(S0, fragment_unnamed_132, 0.0f), fragment_unnamed_75 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_75), fragment_unnamed_77 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_77), fragment_unnamed_79 = fragment_unnamed_131.y, fragment_unnamed_81 = fragment_unnamed_131.x)
{
}
float fragment_unnamed_115 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_81, 0.5f, 0.0078125f), mad(fragment_unnamed_79, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_75);
float fragment_unnamed_146;
float fragment_unnamed_150;
float fragment_unnamed_152;
fragment_unnamed_146 = fragment_input_2.z;
fragment_unnamed_150 = asfloat(1065353216u);
fragment_unnamed_152 = asfloat(0u);
float4 fragment_unnamed_244;
float3 fragment_unnamed_245;
for (float fragment_unnamed_148 = fragment_input_2.w; !((((fragment_unnamed_152 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_150) ? 4294967295u : 0u) & ((fragment_unnamed_146 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_245 = float3(fragment_unnamed_146, fragment_unnamed_148, fragment_unnamed_41), fragment_unnamed_244 = _BlitTexture.SampleLevel(S0, fragment_unnamed_245, 0.0f), fragment_unnamed_146 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_146), fragment_unnamed_148 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_148), fragment_unnamed_150 = fragment_unnamed_244.y, fragment_unnamed_152 = fragment_unnamed_244.x)
{
}
precise float fragment_unnamed_195 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
float fragment_unnamed_196 = mad(fragment_unnamed_195, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_152, 0.5f, 0.5234375f), mad(fragment_unnamed_150, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_146);
precise float fragment_unnamed_202 = (-0.0f) - fragment_input_1.x;
precise float fragment_unnamed_222 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_115, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f;
precise float fragment_unnamed_224 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_196), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f;
float4 fragment_unnamed_237 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_222), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_115, fragment_unnamed_202))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_224), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_196, fragment_unnamed_202))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.x = fragment_unnamed_237.x;
fragment_output_0.y = fragment_unnamed_237.y;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
}
if (0.0f < fragment_unnamed_56.x)
{
float fragment_unnamed_167;
float fragment_unnamed_169;
float fragment_unnamed_171;
fragment_unnamed_167 = fragment_input_3.y;
fragment_unnamed_169 = asfloat(1065353216u);
fragment_unnamed_171 = asfloat(0u);
float4 fragment_unnamed_275;
float3 fragment_unnamed_276;
for (float fragment_unnamed_165 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_167) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_169) ? 4294967295u : 0u)) & ((fragment_unnamed_171 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_276 = float3(fragment_unnamed_165, fragment_unnamed_167, fragment_unnamed_41), fragment_unnamed_275 = _BlitTexture.SampleLevel(S0, fragment_unnamed_276, 0.0f), fragment_unnamed_165 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_165), fragment_unnamed_167 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_167), fragment_unnamed_169 = fragment_unnamed_275.x, fragment_unnamed_171 = fragment_unnamed_275.y)
{
}
float fragment_unnamed_261 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_171, 0.5f, 0.0078125f), mad(fragment_unnamed_169, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_167);
float fragment_unnamed_283;
float fragment_unnamed_285;
float fragment_unnamed_287;
fragment_unnamed_283 = fragment_input_3.w;
fragment_unnamed_285 = asfloat(1065353216u);
fragment_unnamed_287 = asfloat(0u);
float4 fragment_unnamed_352;
float3 fragment_unnamed_353;
for (float fragment_unnamed_281 = fragment_input_3.z; !(((((fragment_unnamed_283 < fragment_input_4.w) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_285) ? 4294967295u : 0u)) & ((fragment_unnamed_287 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_353 = float3(fragment_unnamed_281, fragment_unnamed_283, fragment_unnamed_41), fragment_unnamed_352 = _BlitTexture.SampleLevel(S0, fragment_unnamed_353, 0.0f), fragment_unnamed_281 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_281), fragment_unnamed_283 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_283), fragment_unnamed_285 = fragment_unnamed_352.x, fragment_unnamed_287 = fragment_unnamed_352.y)
{
}
precise float fragment_unnamed_310 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
float fragment_unnamed_311 = mad(fragment_unnamed_310, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_287, 0.5f, 0.5234375f), mad(fragment_unnamed_285, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_283);
precise float fragment_unnamed_317 = (-0.0f) - fragment_input_1.y;
precise float fragment_unnamed_336 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_261, fragment_unnamed_41), 0.0f).y * 4.0f;
precise float fragment_unnamed_337 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_311), fragment_unnamed_41), 0.0f).y * 4.0f;
float4 fragment_unnamed_345 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_336), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_261, fragment_unnamed_317))))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_337), 16.0f, sqrt(abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_311, fragment_unnamed_317))))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_output_0.z = fragment_unnamed_345.x;
fragment_output_0.w = fragment_unnamed_345.y;
}
else
{
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[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_50 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_52 = fragment_unnamed_50.x;
float fragment_unnamed_82;
if (0.0f < fragment_unnamed_50.y)
{
float fragment_unnamed_104;
float fragment_unnamed_106;
if (0.0f < fragment_unnamed_52)
{
precise float fragment_unnamed_66 = fragment_uniform_buffer_0[136u].x * (-1.0f);
precise float fragment_unnamed_68 = fragment_uniform_buffer_0[136u].y * 1.0f;
float fragment_unnamed_70 = asfloat(1065353216u);
float fragment_unnamed_89;
float fragment_unnamed_91;
float fragment_unnamed_93;
fragment_unnamed_89 = asfloat(0u);
fragment_unnamed_91 = asfloat(3212836864u);
fragment_unnamed_93 = asfloat(1065353216u);
precise float fragment_unnamed_86;
precise float fragment_unnamed_88;
precise float fragment_unnamed_92;
float4 fragment_unnamed_135;
for (float fragment_unnamed_85 = fragment_input_1.x, fragment_unnamed_87 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_93) ? 4294967295u : 0u) & ((fragment_unnamed_91 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_86 = fragment_unnamed_66 + fragment_unnamed_85, fragment_unnamed_88 = fragment_unnamed_68 + fragment_unnamed_87, fragment_unnamed_92 = fragment_unnamed_70 + fragment_unnamed_91, fragment_unnamed_135 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_86, fragment_unnamed_88), 0.0f), fragment_unnamed_85 = fragment_unnamed_86, fragment_unnamed_87 = fragment_unnamed_88, fragment_unnamed_89 = fragment_unnamed_135.y, fragment_unnamed_91 = fragment_unnamed_92, fragment_unnamed_93 = dot(float2(fragment_unnamed_135.xy), 0.5f.xx))
{
}
precise float fragment_unnamed_105 = asfloat(((0.89999997615814208984375f < fragment_unnamed_89) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_91;
fragment_unnamed_104 = fragment_unnamed_105;
fragment_unnamed_106 = fragment_unnamed_93;
}
else
{
fragment_unnamed_104 = asfloat(0u);
fragment_unnamed_106 = asfloat(0u);
}
precise float fragment_unnamed_111 = fragment_uniform_buffer_0[136u].x * 1.0f;
precise float fragment_unnamed_112 = fragment_uniform_buffer_0[136u].y * (-1.0f);
float fragment_unnamed_113 = asfloat(1065353216u);
float fragment_unnamed_141;
float fragment_unnamed_147;
fragment_unnamed_141 = asfloat(3212836864u);
fragment_unnamed_147 = asfloat(1065353216u);
precise float fragment_unnamed_142;
precise float fragment_unnamed_144;
precise float fragment_unnamed_146;
for (float fragment_unnamed_143 = fragment_input_1.x, fragment_unnamed_145 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_147) ? 4294967295u : 0u) & ((fragment_unnamed_141 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_142 = fragment_unnamed_113 + fragment_unnamed_141, fragment_unnamed_144 = fragment_unnamed_111 + fragment_unnamed_143, fragment_unnamed_146 = fragment_unnamed_112 + fragment_unnamed_145, fragment_unnamed_141 = fragment_unnamed_142, fragment_unnamed_143 = fragment_unnamed_144, fragment_unnamed_145 = fragment_unnamed_146, fragment_unnamed_147 = dot(float2(_BlitTexture.SampleLevel(S0, float2(fragment_unnamed_144, fragment_unnamed_146), 0.0f).xy), 0.5f.xx))
{
}
precise float fragment_unnamed_175 = fragment_unnamed_104 + fragment_unnamed_141;
float fragment_unnamed_314;
float fragment_unnamed_315;
if (2.0f < fragment_unnamed_175)
{
precise float fragment_unnamed_222 = (-0.0f) - fragment_unnamed_104;
precise float fragment_unnamed_223 = fragment_unnamed_222 + 0.25f;
float fragment_unnamed_225 = mad(fragment_unnamed_141, 1.0f, 0.0f);
float4 fragment_unnamed_249 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -1.0f, mad(fragment_unnamed_223, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(fragment_unnamed_104, fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f);
float fragment_unnamed_251 = fragment_unnamed_249.x;
float4 fragment_unnamed_253 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, mad(fragment_unnamed_225, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(mad(fragment_unnamed_141, -1.0f, -0.25f), fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f);
float fragment_unnamed_255 = fragment_unnamed_253.x;
precise float fragment_unnamed_263 = abs(mad(fragment_unnamed_251, 5.0f, -3.75f)) * fragment_unnamed_251;
precise float fragment_unnamed_264 = abs(mad(fragment_unnamed_255, 5.0f, -3.75f)) * fragment_unnamed_255;
float4 fragment_unnamed_289 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_106 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_249.y), 2.0f, round(fragment_unnamed_263)))), 20.0f, fragment_unnamed_104), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_147 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_253.y), 2.0f, round(fragment_unnamed_264)))), 20.0f, fragment_unnamed_225), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_unnamed_314 = fragment_unnamed_289.x;
fragment_unnamed_315 = fragment_unnamed_289.y;
}
else
{
fragment_unnamed_314 = asfloat(0u);
fragment_unnamed_315 = asfloat(0u);
}
float fragment_unnamed_321 = mad(fragment_uniform_buffer_0[136u].x, 0.25f, fragment_input_1.x);
precise float fragment_unnamed_325 = (-0.0f) - fragment_uniform_buffer_0[136u].x;
precise float fragment_unnamed_327 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
float fragment_unnamed_328 = asfloat(1065353216u);
float fragment_unnamed_471;
float fragment_unnamed_477;
fragment_unnamed_471 = asfloat(1065353216u);
fragment_unnamed_477 = asfloat(3212836864u);
precise float fragment_unnamed_474;
precise float fragment_unnamed_476;
precise float fragment_unnamed_478;
float4 fragment_unnamed_501;
float fragment_unnamed_503;
precise float fragment_unnamed_507;
for (float fragment_unnamed_473 = fragment_unnamed_321, fragment_unnamed_475 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_471) ? 4294967295u : 0u) & ((fragment_unnamed_477 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_474 = fragment_unnamed_325 + fragment_unnamed_473, fragment_unnamed_476 = fragment_unnamed_327 + fragment_unnamed_475, fragment_unnamed_478 = fragment_unnamed_328 + fragment_unnamed_477, fragment_unnamed_501 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_474, fragment_unnamed_476), 0.0f), fragment_unnamed_503 = fragment_unnamed_501.x, fragment_unnamed_507 = abs(mad(fragment_unnamed_503, 5.0f, -3.75f)) * fragment_unnamed_503, fragment_unnamed_471 = dot(float2(round(fragment_unnamed_507), round(fragment_unnamed_501.y)), 0.5f.xx), fragment_unnamed_473 = fragment_unnamed_474, fragment_unnamed_475 = fragment_unnamed_476, fragment_unnamed_477 = fragment_unnamed_478)
{
}
float fragment_unnamed_544;
float fragment_unnamed_546;
if (0.0f < _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_1.y)), 0.0f).x)
{
uint4 fragment_unnamed_515 = asuint(fragment_uniform_buffer_0[136u]);
float fragment_unnamed_517 = asfloat(fragment_unnamed_515.x);
float fragment_unnamed_519 = asfloat(fragment_unnamed_515.y);
float fragment_unnamed_520 = asfloat(1065353216u);
float fragment_unnamed_528;
float fragment_unnamed_530;
float fragment_unnamed_536;
fragment_unnamed_528 = asfloat(0u);
fragment_unnamed_530 = asfloat(1065353216u);
fragment_unnamed_536 = asfloat(3212836864u);
float fragment_unnamed_529;
precise float fragment_unnamed_533;
precise float fragment_unnamed_535;
precise float fragment_unnamed_537;
float4 fragment_unnamed_554;
float fragment_unnamed_556;
precise float fragment_unnamed_560;
for (float fragment_unnamed_532 = fragment_unnamed_321, fragment_unnamed_534 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_530) ? 4294967295u : 0u) & ((fragment_unnamed_536 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_533 = fragment_unnamed_517 + fragment_unnamed_532, fragment_unnamed_535 = fragment_unnamed_519 + fragment_unnamed_534, fragment_unnamed_537 = fragment_unnamed_520 + fragment_unnamed_536, fragment_unnamed_554 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_533, fragment_unnamed_535), 0.0f), fragment_unnamed_556 = fragment_unnamed_554.x, fragment_unnamed_560 = abs(mad(fragment_unnamed_556, 5.0f, -3.75f)) * fragment_unnamed_556, fragment_unnamed_529 = round(fragment_unnamed_554.y), fragment_unnamed_528 = fragment_unnamed_529, fragment_unnamed_530 = dot(float2(round(fragment_unnamed_560), fragment_unnamed_529), 0.5f.xx), fragment_unnamed_532 = fragment_unnamed_533, fragment_unnamed_534 = fragment_unnamed_535, fragment_unnamed_536 = fragment_unnamed_537)
{
}
precise float fragment_unnamed_545 = asfloat(((0.89999997615814208984375f < fragment_unnamed_528) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_536;
fragment_unnamed_544 = fragment_unnamed_545;
fragment_unnamed_546 = fragment_unnamed_530;
}
else
{
fragment_unnamed_544 = asfloat(0u);
fragment_unnamed_546 = asfloat(0u);
}
precise float fragment_unnamed_547 = fragment_unnamed_544 + fragment_unnamed_477;
float fragment_unnamed_623;
float fragment_unnamed_624;
if (2.0f < fragment_unnamed_547)
{
precise float fragment_unnamed_564 = (-0.0f) - fragment_unnamed_477;
float fragment_unnamed_573 = mad(fragment_unnamed_564, fragment_uniform_buffer_0[136u].x, fragment_input_1.x);
float fragment_unnamed_574 = mad(fragment_unnamed_564, fragment_uniform_buffer_0[136u].y, fragment_input_1.y);
float4 fragment_unnamed_598 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, mad(fragment_unnamed_544, fragment_uniform_buffer_0[136u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[136u].y, 0.0f, mad(fragment_unnamed_544, fragment_uniform_buffer_0[136u].y, fragment_input_1.y))), 0.0f);
float4 fragment_unnamed_617 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_471 >= 0.89999997615814208984375f) ? 0u : asuint(mad(_BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -1.0f, fragment_unnamed_573), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_574)), 0.0f).y, 2.0f, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_573), mad(fragment_uniform_buffer_0[136u].y, -1.0f, fragment_unnamed_574)), 0.0f).x))), 20.0f, fragment_unnamed_477), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_546 >= 0.89999997615814208984375f) ? 0u : asuint(mad(fragment_unnamed_598.y, 2.0f, fragment_unnamed_598.x))), 20.0f, fragment_unnamed_544), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
precise float fragment_unnamed_621 = fragment_unnamed_314 + fragment_unnamed_617.y;
precise float fragment_unnamed_622 = fragment_unnamed_315 + fragment_unnamed_617.x;
fragment_unnamed_623 = fragment_unnamed_621;
fragment_unnamed_624 = fragment_unnamed_622;
}
else
{
fragment_unnamed_623 = fragment_unnamed_314;
fragment_unnamed_624 = fragment_unnamed_315;
}
precise float fragment_unnamed_625 = (-0.0f) - fragment_unnamed_624;
float fragment_unnamed_83;
if (fragment_unnamed_625 == fragment_unnamed_623)
{
float fragment_unnamed_636;
float fragment_unnamed_640;
float fragment_unnamed_642;
fragment_unnamed_636 = fragment_input_2.x;
fragment_unnamed_640 = asfloat(0u);
fragment_unnamed_642 = asfloat(1065353216u);
float4 fragment_unnamed_679;
float2 fragment_unnamed_680;
for (float fragment_unnamed_638 = fragment_input_2.y; !((((fragment_unnamed_640 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_642) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_636) ? 4294967295u : 0u))) == 0u); fragment_unnamed_680 = float2(fragment_unnamed_636, fragment_unnamed_638), fragment_unnamed_679 = _BlitTexture.SampleLevel(S0, fragment_unnamed_680, 0.0f), fragment_unnamed_636 = mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_unnamed_636), fragment_unnamed_638 = mad(fragment_uniform_buffer_0[136u].y, -0.0f, fragment_unnamed_638), fragment_unnamed_640 = fragment_unnamed_679.x, fragment_unnamed_642 = fragment_unnamed_679.y)
{
}
float fragment_unnamed_665 = mad(fragment_uniform_buffer_0[136u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_640, 0.5f, 0.0078125f), mad(fragment_unnamed_642, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_636);
float fragment_unnamed_685;
float fragment_unnamed_689;
float fragment_unnamed_691;
fragment_unnamed_685 = fragment_input_2.z;
fragment_unnamed_689 = asfloat(1065353216u);
fragment_unnamed_691 = asfloat(0u);
float4 fragment_unnamed_831;
float2 fragment_unnamed_832;
for (float fragment_unnamed_687 = fragment_input_2.w; !((((fragment_unnamed_691 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_689) ? 4294967295u : 0u) & ((fragment_unnamed_685 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_832 = float2(fragment_unnamed_685, fragment_unnamed_687), fragment_unnamed_831 = _BlitTexture.SampleLevel(S0, fragment_unnamed_832, 0.0f), fragment_unnamed_685 = mad(fragment_uniform_buffer_0[136u].x, 2.0f, fragment_unnamed_685), fragment_unnamed_687 = mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_687), fragment_unnamed_689 = fragment_unnamed_831.y, fragment_unnamed_691 = fragment_unnamed_831.x)
{
}
precise float fragment_unnamed_714 = (-0.0f) - fragment_uniform_buffer_0[136u].x;
float fragment_unnamed_715 = mad(fragment_unnamed_714, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_691, 0.5f, 0.5234375f), mad(fragment_unnamed_689, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_685);
precise float fragment_unnamed_721 = (-0.0f) - fragment_input_1.x;
float fragment_unnamed_728 = round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_715, fragment_unnamed_721));
float fragment_unnamed_729 = round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_665, fragment_unnamed_721));
precise float fragment_unnamed_744 = _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_665, fragment_input_3.y), 0.0f).x * 4.0f;
precise float fragment_unnamed_745 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_715), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_input_3.y)), 0.0f).x * 4.0f;
float4 fragment_unnamed_753 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_744), 16.0f, sqrt(abs(fragment_unnamed_729))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_745), 16.0f, sqrt(abs(fragment_unnamed_728))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
float fragment_unnamed_761 = abs(fragment_unnamed_729);
float fragment_unnamed_762 = abs(fragment_unnamed_728);
precise float fragment_unnamed_779 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_665, fragment_unnamed_721))) >= fragment_unnamed_762) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].z, fragment_unnamed_715, fragment_unnamed_721))) >= fragment_unnamed_761) ? 4294967295u : 0u) & 1065353216u);
precise float fragment_unnamed_780 = asfloat(((abs(fragment_unnamed_728) >= fragment_unnamed_761) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_779;
precise float fragment_unnamed_781 = asfloat(((abs(fragment_unnamed_729) >= fragment_unnamed_762) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_779;
precise float fragment_unnamed_793 = (-0.0f) - fragment_unnamed_780;
precise float fragment_unnamed_799 = fragment_unnamed_715 + fragment_uniform_buffer_0[136u].x;
precise float fragment_unnamed_800 = fragment_input_1.y + fragment_uniform_buffer_0[136u].y;
precise float fragment_unnamed_804 = (-0.0f) - fragment_unnamed_781;
precise float fragment_unnamed_818 = (-0.0f) - fragment_unnamed_780;
precise float fragment_unnamed_823 = (-0.0f) - fragment_unnamed_781;
precise float fragment_unnamed_826 = fragment_unnamed_753.x * clamp(mad(fragment_unnamed_804, _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_799, fragment_unnamed_800), 0.0f).x, mad(fragment_unnamed_793, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_665), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_input_1.y)), 0.0f).x, 1.0f)), 0.0f, 1.0f);
precise float fragment_unnamed_827 = fragment_unnamed_753.y * clamp(mad(fragment_unnamed_823, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_unnamed_715), mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_input_1.y)), 0.0f).x, mad(fragment_unnamed_818, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_665), mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_input_1.y)), 0.0f).x, 1.0f)), 0.0f, 1.0f);
fragment_output_0.x = fragment_unnamed_826;
fragment_output_0.y = fragment_unnamed_827;
fragment_unnamed_83 = fragment_unnamed_52;
}
else
{
fragment_output_0.x = fragment_unnamed_623;
fragment_output_0.y = fragment_unnamed_624;
fragment_unnamed_83 = asfloat(0u);
}
fragment_unnamed_82 = fragment_unnamed_83;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_unnamed_82 = fragment_unnamed_52;
}
if (0.0f < fragment_unnamed_82)
{
float fragment_unnamed_157;
float fragment_unnamed_159;
float fragment_unnamed_161;
fragment_unnamed_157 = fragment_input_3.y;
fragment_unnamed_159 = asfloat(1065353216u);
fragment_unnamed_161 = asfloat(0u);
float4 fragment_unnamed_215;
float2 fragment_unnamed_216;
for (float fragment_unnamed_155 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_157) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_159) ? 4294967295u : 0u)) & ((fragment_unnamed_161 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_216 = float2(fragment_unnamed_155, fragment_unnamed_157), fragment_unnamed_215 = _BlitTexture.SampleLevel(S0, fragment_unnamed_216, 0.0f), fragment_unnamed_155 = mad(fragment_uniform_buffer_0[136u].x, -0.0f, fragment_unnamed_155), fragment_unnamed_157 = mad(fragment_uniform_buffer_0[136u].y, -2.0f, fragment_unnamed_157), fragment_unnamed_159 = fragment_unnamed_215.x, fragment_unnamed_161 = fragment_unnamed_215.y)
{
}
float fragment_unnamed_201 = mad(fragment_uniform_buffer_0[136u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_161, 0.5f, 0.0078125f), mad(fragment_unnamed_159, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_157);
float fragment_unnamed_297;
float fragment_unnamed_299;
float fragment_unnamed_301;
fragment_unnamed_297 = fragment_input_3.w;
fragment_unnamed_299 = asfloat(0u);
fragment_unnamed_301 = asfloat(1065353216u);
float4 fragment_unnamed_465;
float2 fragment_unnamed_466;
for (float fragment_unnamed_295 = fragment_input_3.z; !((((fragment_unnamed_299 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_301) ? 4294967295u : 0u) & ((fragment_unnamed_297 < fragment_input_4.w) ? 4294967295u : 0u))) == 0u); fragment_unnamed_466 = float2(fragment_unnamed_295, fragment_unnamed_297), fragment_unnamed_465 = _BlitTexture.SampleLevel(S0, fragment_unnamed_466, 0.0f), fragment_unnamed_295 = mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_unnamed_295), fragment_unnamed_297 = mad(fragment_uniform_buffer_0[136u].y, 2.0f, fragment_unnamed_297), fragment_unnamed_299 = fragment_unnamed_465.y, fragment_unnamed_301 = fragment_unnamed_465.x)
{
}
precise float fragment_unnamed_344 = (-0.0f) - fragment_uniform_buffer_0[136u].y;
float fragment_unnamed_345 = mad(fragment_unnamed_344, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_299, 0.5f, 0.5234375f), mad(fragment_unnamed_301, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_297);
precise float fragment_unnamed_351 = (-0.0f) - fragment_input_1.y;
float fragment_unnamed_358 = round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_345, fragment_unnamed_351));
float fragment_unnamed_359 = round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_201, fragment_unnamed_351));
precise float fragment_unnamed_374 = _BlitTexture.SampleLevel(S0, float2(fragment_input_2.x, fragment_unnamed_201), 0.0f).y * 4.0f;
precise float fragment_unnamed_376 = _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_345)), 0.0f).y * 4.0f;
float4 fragment_unnamed_386 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_374), 16.0f, sqrt(abs(fragment_unnamed_359))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_376), 16.0f, sqrt(abs(fragment_unnamed_358))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
float fragment_unnamed_394 = abs(fragment_unnamed_359);
float fragment_unnamed_395 = abs(fragment_unnamed_358);
precise float fragment_unnamed_413 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_201, fragment_unnamed_351))) >= fragment_unnamed_395) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[136u].w, fragment_unnamed_345, fragment_unnamed_351))) >= fragment_unnamed_394) ? 4294967295u : 0u) & 1065353216u);
precise float fragment_unnamed_414 = asfloat(((abs(fragment_unnamed_358) >= fragment_unnamed_394) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_413;
precise float fragment_unnamed_415 = asfloat(((abs(fragment_unnamed_359) >= fragment_unnamed_395) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_413;
precise float fragment_unnamed_427 = (-0.0f) - fragment_unnamed_414;
precise float fragment_unnamed_433 = fragment_input_1.x + fragment_uniform_buffer_0[136u].x;
precise float fragment_unnamed_434 = fragment_unnamed_345 + fragment_uniform_buffer_0[136u].y;
precise float fragment_unnamed_438 = (-0.0f) - fragment_unnamed_415;
precise float fragment_unnamed_452 = (-0.0f) - fragment_unnamed_414;
precise float fragment_unnamed_457 = (-0.0f) - fragment_unnamed_415;
precise float fragment_unnamed_460 = fragment_unnamed_386.x * clamp(mad(fragment_unnamed_438, _BlitTexture.SampleLevel(S0, float2(fragment_unnamed_433, fragment_unnamed_434), 0.0f).y, mad(fragment_unnamed_427, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_201)), 0.0f).y, 1.0f)), 0.0f, 1.0f);
precise float fragment_unnamed_461 = fragment_unnamed_386.y * clamp(mad(fragment_unnamed_457, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 1.0f, fragment_unnamed_345)), 0.0f).y, mad(fragment_unnamed_452, _BlitTexture.SampleLevel(S0, float2(mad(fragment_uniform_buffer_0[136u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[136u].y, 0.0f, fragment_unnamed_201)), 0.0f).y, 1.0f)), 0.0f, 1.0f);
fragment_output_0.z = fragment_unnamed_460;
fragment_output_0.w = fragment_unnamed_461;
}
else
{
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[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2D<float4> _AreaTexture;
Texture2D<float4> _SearchTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float2 fragment_input_1 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_2 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_3 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_4 : TEXCOORD4; // TEXCOORD_4
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_41 = float(uint(gl_Layer));
float4 fragment_unnamed_56 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_41), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_59 = fragment_unnamed_56.x;
float fragment_unnamed_89;
if (0.0f < fragment_unnamed_56.y)
{
float fragment_unnamed_111;
float fragment_unnamed_113;
if (0.0f < fragment_unnamed_59)
{
precise float fragment_unnamed_73 = fragment_uniform_buffer_0[105u].x * (-1.0f);
precise float fragment_unnamed_75 = fragment_uniform_buffer_0[105u].y * 1.0f;
float fragment_unnamed_77 = asfloat(1065353216u);
float fragment_unnamed_92;
float fragment_unnamed_94;
float fragment_unnamed_96;
fragment_unnamed_92 = asfloat(0u);
fragment_unnamed_94 = asfloat(3212836864u);
fragment_unnamed_96 = asfloat(1065353216u);
precise float fragment_unnamed_95;
precise float fragment_unnamed_99;
precise float fragment_unnamed_101;
float4 fragment_unnamed_142;
for (float fragment_unnamed_98 = fragment_input_1.y, fragment_unnamed_100 = fragment_input_1.x; !((((0.89999997615814208984375f < fragment_unnamed_96) ? 4294967295u : 0u) & ((fragment_unnamed_94 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_101 = fragment_unnamed_73 + fragment_unnamed_100, fragment_unnamed_99 = fragment_unnamed_75 + fragment_unnamed_98, fragment_unnamed_95 = fragment_unnamed_77 + fragment_unnamed_94, fragment_unnamed_142 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_101, fragment_unnamed_99, fragment_unnamed_41), 0.0f), fragment_unnamed_92 = fragment_unnamed_142.y, fragment_unnamed_94 = fragment_unnamed_95, fragment_unnamed_96 = dot(float2(fragment_unnamed_142.xy), 0.5f.xx), fragment_unnamed_98 = fragment_unnamed_99, fragment_unnamed_100 = fragment_unnamed_101)
{
}
precise float fragment_unnamed_112 = fragment_unnamed_94 + asfloat(((0.89999997615814208984375f < fragment_unnamed_92) ? 4294967295u : 0u) & 1065353216u);
fragment_unnamed_111 = fragment_unnamed_112;
fragment_unnamed_113 = fragment_unnamed_96;
}
else
{
fragment_unnamed_111 = asfloat(0u);
fragment_unnamed_113 = asfloat(0u);
}
precise float fragment_unnamed_118 = fragment_uniform_buffer_0[105u].x * 1.0f;
precise float fragment_unnamed_119 = fragment_uniform_buffer_0[105u].y * (-1.0f);
float fragment_unnamed_120 = asfloat(1065353216u);
float fragment_unnamed_148;
float fragment_unnamed_154;
fragment_unnamed_148 = asfloat(3212836864u);
fragment_unnamed_154 = asfloat(1065353216u);
precise float fragment_unnamed_149;
precise float fragment_unnamed_151;
precise float fragment_unnamed_153;
for (float fragment_unnamed_150 = fragment_input_1.x, fragment_unnamed_152 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_154) ? 4294967295u : 0u) & ((fragment_unnamed_148 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_151 = fragment_unnamed_118 + fragment_unnamed_150, fragment_unnamed_153 = fragment_unnamed_119 + fragment_unnamed_152, fragment_unnamed_149 = fragment_unnamed_120 + fragment_unnamed_148, fragment_unnamed_148 = fragment_unnamed_149, fragment_unnamed_150 = fragment_unnamed_151, fragment_unnamed_152 = fragment_unnamed_153, fragment_unnamed_154 = dot(float2(_BlitTexture.SampleLevel(S0, float3(fragment_unnamed_151, fragment_unnamed_153, fragment_unnamed_41), 0.0f).xy), 0.5f.xx))
{
}
precise float fragment_unnamed_182 = fragment_unnamed_111 + fragment_unnamed_148;
float fragment_unnamed_322;
float fragment_unnamed_323;
if (2.0f < fragment_unnamed_182)
{
precise float fragment_unnamed_230 = (-0.0f) - fragment_unnamed_111;
precise float fragment_unnamed_231 = fragment_unnamed_230 + 0.25f;
float fragment_unnamed_233 = mad(fragment_unnamed_148, 1.0f, 0.0f);
float4 fragment_unnamed_257 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -1.0f, mad(fragment_unnamed_231, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(fragment_unnamed_111, fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f);
float fragment_unnamed_259 = fragment_unnamed_257.x;
float4 fragment_unnamed_261 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, mad(fragment_unnamed_233, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(mad(fragment_unnamed_148, -1.0f, -0.25f), fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f);
float fragment_unnamed_263 = fragment_unnamed_261.x;
precise float fragment_unnamed_271 = abs(mad(fragment_unnamed_259, 5.0f, -3.75f)) * fragment_unnamed_259;
precise float fragment_unnamed_272 = abs(mad(fragment_unnamed_263, 5.0f, -3.75f)) * fragment_unnamed_263;
float4 fragment_unnamed_297 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_113 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_257.y), 2.0f, round(fragment_unnamed_271)))), 20.0f, fragment_unnamed_111), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_154 >= 0.89999997615814208984375f) ? 0u : asuint(mad(round(fragment_unnamed_261.y), 2.0f, round(fragment_unnamed_272)))), 20.0f, fragment_unnamed_233), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
fragment_unnamed_322 = fragment_unnamed_297.x;
fragment_unnamed_323 = fragment_unnamed_297.y;
}
else
{
fragment_unnamed_322 = asfloat(0u);
fragment_unnamed_323 = asfloat(0u);
}
float fragment_unnamed_329 = mad(fragment_uniform_buffer_0[105u].x, 0.25f, fragment_input_1.x);
precise float fragment_unnamed_333 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_335 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
float fragment_unnamed_336 = asfloat(1065353216u);
float fragment_unnamed_483;
float fragment_unnamed_487;
fragment_unnamed_483 = asfloat(1065353216u);
fragment_unnamed_487 = asfloat(3212836864u);
precise float fragment_unnamed_486;
precise float fragment_unnamed_488;
precise float fragment_unnamed_490;
float4 fragment_unnamed_513;
float fragment_unnamed_515;
precise float fragment_unnamed_519;
for (float fragment_unnamed_485 = fragment_input_1.y, fragment_unnamed_489 = fragment_unnamed_329; !((((0.89999997615814208984375f < fragment_unnamed_483) ? 4294967295u : 0u) & ((fragment_unnamed_487 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_490 = fragment_unnamed_333 + fragment_unnamed_489, fragment_unnamed_486 = fragment_unnamed_335 + fragment_unnamed_485, fragment_unnamed_488 = fragment_unnamed_336 + fragment_unnamed_487, fragment_unnamed_513 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_490, fragment_unnamed_486, fragment_unnamed_41), 0.0f), fragment_unnamed_515 = fragment_unnamed_513.x, fragment_unnamed_519 = abs(mad(fragment_unnamed_515, 5.0f, -3.75f)) * fragment_unnamed_515, fragment_unnamed_483 = dot(float2(round(fragment_unnamed_519), round(fragment_unnamed_513.y)), 0.5f.xx), fragment_unnamed_485 = fragment_unnamed_486, fragment_unnamed_487 = fragment_unnamed_488, fragment_unnamed_489 = fragment_unnamed_490)
{
}
float fragment_unnamed_556;
float fragment_unnamed_558;
if (0.0f < _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x)
{
uint4 fragment_unnamed_527 = asuint(fragment_uniform_buffer_0[105u]);
float fragment_unnamed_529 = asfloat(fragment_unnamed_527.x);
float fragment_unnamed_531 = asfloat(fragment_unnamed_527.y);
float fragment_unnamed_532 = asfloat(1065353216u);
float fragment_unnamed_544;
float fragment_unnamed_546;
float fragment_unnamed_548;
fragment_unnamed_544 = asfloat(3212836864u);
fragment_unnamed_546 = asfloat(1065353216u);
fragment_unnamed_548 = asfloat(0u);
precise float fragment_unnamed_541;
precise float fragment_unnamed_543;
precise float fragment_unnamed_545;
float fragment_unnamed_549;
float4 fragment_unnamed_566;
float fragment_unnamed_568;
precise float fragment_unnamed_572;
for (float fragment_unnamed_540 = fragment_unnamed_329, fragment_unnamed_542 = fragment_input_1.y; !((((0.89999997615814208984375f < fragment_unnamed_546) ? 4294967295u : 0u) & ((fragment_unnamed_544 < 7.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_541 = fragment_unnamed_529 + fragment_unnamed_540, fragment_unnamed_543 = fragment_unnamed_531 + fragment_unnamed_542, fragment_unnamed_545 = fragment_unnamed_532 + fragment_unnamed_544, fragment_unnamed_566 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_541, fragment_unnamed_543, fragment_unnamed_41), 0.0f), fragment_unnamed_568 = fragment_unnamed_566.x, fragment_unnamed_572 = abs(mad(fragment_unnamed_568, 5.0f, -3.75f)) * fragment_unnamed_568, fragment_unnamed_549 = round(fragment_unnamed_566.y), fragment_unnamed_540 = fragment_unnamed_541, fragment_unnamed_542 = fragment_unnamed_543, fragment_unnamed_544 = fragment_unnamed_545, fragment_unnamed_546 = dot(float2(round(fragment_unnamed_572), fragment_unnamed_549), 0.5f.xx), fragment_unnamed_548 = fragment_unnamed_549)
{
}
precise float fragment_unnamed_557 = asfloat(((0.89999997615814208984375f < fragment_unnamed_548) ? 4294967295u : 0u) & 1065353216u) + fragment_unnamed_544;
fragment_unnamed_556 = fragment_unnamed_557;
fragment_unnamed_558 = fragment_unnamed_546;
}
else
{
fragment_unnamed_556 = asfloat(0u);
fragment_unnamed_558 = asfloat(0u);
}
precise float fragment_unnamed_559 = fragment_unnamed_556 + fragment_unnamed_487;
float fragment_unnamed_635;
float fragment_unnamed_636;
if (2.0f < fragment_unnamed_559)
{
precise float fragment_unnamed_576 = (-0.0f) - fragment_unnamed_487;
float fragment_unnamed_585 = mad(fragment_unnamed_576, fragment_uniform_buffer_0[105u].x, fragment_input_1.x);
float fragment_unnamed_586 = mad(fragment_unnamed_576, fragment_uniform_buffer_0[105u].y, fragment_input_1.y);
float4 fragment_unnamed_610 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, mad(fragment_unnamed_556, fragment_uniform_buffer_0[105u].x, fragment_input_1.x)), mad(fragment_uniform_buffer_0[105u].y, 0.0f, mad(fragment_unnamed_556, fragment_uniform_buffer_0[105u].y, fragment_input_1.y)), fragment_unnamed_41), 0.0f);
float4 fragment_unnamed_629 = _AreaTexture.SampleLevel(S0, float2(mad(mad(asfloat((fragment_unnamed_483 >= 0.89999997615814208984375f) ? 0u : asuint(mad(_BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -1.0f, fragment_unnamed_585), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_586), fragment_unnamed_41), 0.0f).y, 2.0f, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_585), mad(fragment_uniform_buffer_0[105u].y, -1.0f, fragment_unnamed_586), fragment_unnamed_41), 0.0f).x))), 20.0f, fragment_unnamed_487), 0.0062500000931322574615478515625f, 0.503125011920928955078125f), mad(mad(asfloat((fragment_unnamed_558 >= 0.89999997615814208984375f) ? 0u : asuint(mad(fragment_unnamed_610.y, 2.0f, fragment_unnamed_610.x))), 20.0f, fragment_unnamed_556), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
precise float fragment_unnamed_633 = fragment_unnamed_322 + fragment_unnamed_629.y;
precise float fragment_unnamed_634 = fragment_unnamed_323 + fragment_unnamed_629.x;
fragment_unnamed_635 = fragment_unnamed_633;
fragment_unnamed_636 = fragment_unnamed_634;
}
else
{
fragment_unnamed_635 = fragment_unnamed_322;
fragment_unnamed_636 = fragment_unnamed_323;
}
precise float fragment_unnamed_637 = (-0.0f) - fragment_unnamed_636;
float fragment_unnamed_90;
if (fragment_unnamed_637 == fragment_unnamed_635)
{
float fragment_unnamed_648;
float fragment_unnamed_650;
float fragment_unnamed_654;
fragment_unnamed_648 = fragment_input_2.x;
fragment_unnamed_650 = asfloat(0u);
fragment_unnamed_654 = asfloat(1065353216u);
float4 fragment_unnamed_691;
float3 fragment_unnamed_692;
for (float fragment_unnamed_652 = fragment_input_2.y; !((((fragment_unnamed_650 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_654) ? 4294967295u : 0u) & ((fragment_input_4.x < fragment_unnamed_648) ? 4294967295u : 0u))) == 0u); fragment_unnamed_692 = float3(fragment_unnamed_648, fragment_unnamed_652, fragment_unnamed_41), fragment_unnamed_691 = _BlitTexture.SampleLevel(S0, fragment_unnamed_692, 0.0f), fragment_unnamed_648 = mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_unnamed_648), fragment_unnamed_650 = fragment_unnamed_691.x, fragment_unnamed_652 = mad(fragment_uniform_buffer_0[105u].y, -0.0f, fragment_unnamed_652), fragment_unnamed_654 = fragment_unnamed_691.y)
{
}
float fragment_unnamed_677 = mad(fragment_uniform_buffer_0[105u].x, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_650, 0.5f, 0.0078125f), mad(fragment_unnamed_654, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_648);
float fragment_unnamed_697;
float fragment_unnamed_701;
float fragment_unnamed_703;
fragment_unnamed_697 = fragment_input_2.z;
fragment_unnamed_701 = asfloat(1065353216u);
fragment_unnamed_703 = asfloat(0u);
float4 fragment_unnamed_847;
float3 fragment_unnamed_848;
for (float fragment_unnamed_699 = fragment_input_2.w; !((((fragment_unnamed_703 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_701) ? 4294967295u : 0u) & ((fragment_unnamed_697 < fragment_input_4.y) ? 4294967295u : 0u))) == 0u); fragment_unnamed_848 = float3(fragment_unnamed_697, fragment_unnamed_699, fragment_unnamed_41), fragment_unnamed_847 = _BlitTexture.SampleLevel(S0, fragment_unnamed_848, 0.0f), fragment_unnamed_697 = mad(fragment_uniform_buffer_0[105u].x, 2.0f, fragment_unnamed_697), fragment_unnamed_699 = mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_699), fragment_unnamed_701 = fragment_unnamed_847.y, fragment_unnamed_703 = fragment_unnamed_847.x)
{
}
precise float fragment_unnamed_726 = (-0.0f) - fragment_uniform_buffer_0[105u].x;
float fragment_unnamed_727 = mad(fragment_unnamed_726, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_703, 0.5f, 0.5234375f), mad(fragment_unnamed_701, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_697);
precise float fragment_unnamed_733 = (-0.0f) - fragment_input_1.x;
float fragment_unnamed_740 = round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_727, fragment_unnamed_733));
float fragment_unnamed_741 = round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_677, fragment_unnamed_733));
precise float fragment_unnamed_756 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_677, fragment_input_3.y, fragment_unnamed_41), 0.0f).x * 4.0f;
precise float fragment_unnamed_757 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_727), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_input_3.y), fragment_unnamed_41), 0.0f).x * 4.0f;
float4 fragment_unnamed_765 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_756), 16.0f, sqrt(abs(fragment_unnamed_741))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_757), 16.0f, sqrt(abs(fragment_unnamed_740))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
float fragment_unnamed_773 = abs(fragment_unnamed_741);
float fragment_unnamed_774 = abs(fragment_unnamed_740);
precise float fragment_unnamed_791 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_677, fragment_unnamed_733))) >= fragment_unnamed_774) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].z, fragment_unnamed_727, fragment_unnamed_733))) >= fragment_unnamed_773) ? 4294967295u : 0u) & 1065353216u);
precise float fragment_unnamed_792 = asfloat(((abs(fragment_unnamed_740) >= fragment_unnamed_773) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_791;
precise float fragment_unnamed_793 = asfloat(((abs(fragment_unnamed_741) >= fragment_unnamed_774) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_791;
precise float fragment_unnamed_805 = (-0.0f) - fragment_unnamed_792;
precise float fragment_unnamed_811 = fragment_unnamed_727 + fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_812 = fragment_input_1.y + fragment_uniform_buffer_0[105u].y;
precise float fragment_unnamed_816 = (-0.0f) - fragment_unnamed_793;
precise float fragment_unnamed_828 = (-0.0f) - fragment_unnamed_792;
precise float fragment_unnamed_839 = (-0.0f) - fragment_unnamed_793;
precise float fragment_unnamed_842 = fragment_unnamed_765.x * clamp(mad(fragment_unnamed_816, _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_811, fragment_unnamed_812, fragment_unnamed_41), 0.0f).x, mad(fragment_unnamed_805, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_677), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, 1.0f)), 0.0f, 1.0f);
precise float fragment_unnamed_843 = fragment_unnamed_765.y * clamp(mad(fragment_unnamed_839, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_unnamed_727), mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, mad(fragment_unnamed_828, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_677), mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_input_1.y), fragment_unnamed_41), 0.0f).x, 1.0f)), 0.0f, 1.0f);
fragment_output_0.x = fragment_unnamed_842;
fragment_output_0.y = fragment_unnamed_843;
fragment_unnamed_90 = fragment_unnamed_59;
}
else
{
fragment_output_0.x = fragment_unnamed_635;
fragment_output_0.y = fragment_unnamed_636;
fragment_unnamed_90 = asfloat(0u);
}
fragment_unnamed_89 = fragment_unnamed_90;
}
else
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_unnamed_89 = fragment_unnamed_59;
}
if (0.0f < fragment_unnamed_89)
{
float fragment_unnamed_162;
float fragment_unnamed_164;
float fragment_unnamed_166;
fragment_unnamed_162 = asfloat(0u);
fragment_unnamed_164 = asfloat(1065353216u);
fragment_unnamed_166 = fragment_input_3.y;
float4 fragment_unnamed_223;
for (float fragment_unnamed_168 = fragment_input_3.x; !(((((fragment_input_4.z < fragment_unnamed_166) ? 4294967295u : 0u) & ((0.828100025653839111328125f < fragment_unnamed_164) ? 4294967295u : 0u)) & ((fragment_unnamed_162 == 0.0f) ? 4294967295u : 0u)) == 0u); fragment_unnamed_223 = _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_168, fragment_unnamed_166, fragment_unnamed_41), 0.0f), fragment_unnamed_162 = fragment_unnamed_223.y, fragment_unnamed_164 = fragment_unnamed_223.x, fragment_unnamed_166 = mad(fragment_uniform_buffer_0[105u].y, -2.0f, fragment_unnamed_166), fragment_unnamed_168 = mad(fragment_uniform_buffer_0[105u].x, -0.0f, fragment_unnamed_168))
{
}
float fragment_unnamed_209 = mad(fragment_uniform_buffer_0[105u].y, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_162, 0.5f, 0.0078125f), mad(fragment_unnamed_164, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_166);
float fragment_unnamed_305;
float fragment_unnamed_307;
float fragment_unnamed_309;
fragment_unnamed_305 = asfloat(0u);
fragment_unnamed_307 = fragment_input_3.w;
fragment_unnamed_309 = asfloat(1065353216u);
float4 fragment_unnamed_477;
float3 fragment_unnamed_478;
for (float fragment_unnamed_303 = fragment_input_3.z; !((((fragment_unnamed_305 == 0.0f) ? 4294967295u : 0u) & (((0.828100025653839111328125f < fragment_unnamed_309) ? 4294967295u : 0u) & ((fragment_unnamed_307 < fragment_input_4.w) ? 4294967295u : 0u))) == 0u); fragment_unnamed_478 = float3(fragment_unnamed_303, fragment_unnamed_307, fragment_unnamed_41), fragment_unnamed_477 = _BlitTexture.SampleLevel(S0, fragment_unnamed_478, 0.0f), fragment_unnamed_303 = mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_unnamed_303), fragment_unnamed_305 = fragment_unnamed_477.y, fragment_unnamed_307 = mad(fragment_uniform_buffer_0[105u].y, 2.0f, fragment_unnamed_307), fragment_unnamed_309 = fragment_unnamed_477.x)
{
}
precise float fragment_unnamed_352 = (-0.0f) - fragment_uniform_buffer_0[105u].y;
float fragment_unnamed_353 = mad(fragment_unnamed_352, mad(_SearchTexture.SampleLevel(S0, float2(mad(fragment_unnamed_305, 0.5f, 0.5234375f), mad(fragment_unnamed_309, -2.0f, 2.03125f)), 0.0f).w, -2.007874011993408203125f, 3.25f), fragment_unnamed_307);
precise float fragment_unnamed_359 = (-0.0f) - fragment_input_1.y;
float fragment_unnamed_366 = round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_353, fragment_unnamed_359));
float fragment_unnamed_367 = round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_209, fragment_unnamed_359));
precise float fragment_unnamed_382 = _BlitTexture.SampleLevel(S0, float3(fragment_input_2.x, fragment_unnamed_209, fragment_unnamed_41), 0.0f).y * 4.0f;
precise float fragment_unnamed_384 = _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 0.0f, fragment_input_2.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_353), fragment_unnamed_41), 0.0f).y * 4.0f;
float4 fragment_unnamed_394 = _AreaTexture.SampleLevel(S0, float2(mad(mad(round(fragment_unnamed_382), 16.0f, sqrt(abs(fragment_unnamed_367))), 0.0062500000931322574615478515625f, 0.00312500004656612873077392578125f), mad(mad(round(fragment_unnamed_384), 16.0f, sqrt(abs(fragment_unnamed_366))), 0.001785714295692741870880126953125f, 0.0008928571478463709354400634765625f)), 0.0f);
float fragment_unnamed_402 = abs(fragment_unnamed_367);
float fragment_unnamed_403 = abs(fragment_unnamed_366);
precise float fragment_unnamed_421 = asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_209, fragment_unnamed_359))) >= fragment_unnamed_403) ? 4294967295u : 0u) & 1065353216u) + asfloat(((abs(round(mad(fragment_uniform_buffer_0[105u].w, fragment_unnamed_353, fragment_unnamed_359))) >= fragment_unnamed_402) ? 4294967295u : 0u) & 1065353216u);
precise float fragment_unnamed_422 = asfloat(((abs(fragment_unnamed_366) >= fragment_unnamed_402) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_421;
precise float fragment_unnamed_423 = asfloat(((abs(fragment_unnamed_367) >= fragment_unnamed_403) ? 4294967295u : 0u) & 1061158912u) / fragment_unnamed_421;
precise float fragment_unnamed_435 = (-0.0f) - fragment_unnamed_422;
precise float fragment_unnamed_441 = fragment_input_1.x + fragment_uniform_buffer_0[105u].x;
precise float fragment_unnamed_442 = fragment_unnamed_353 + fragment_uniform_buffer_0[105u].y;
precise float fragment_unnamed_446 = (-0.0f) - fragment_unnamed_423;
precise float fragment_unnamed_458 = (-0.0f) - fragment_unnamed_422;
precise float fragment_unnamed_469 = (-0.0f) - fragment_unnamed_423;
precise float fragment_unnamed_472 = fragment_unnamed_394.x * clamp(mad(fragment_unnamed_446, _BlitTexture.SampleLevel(S0, float3(fragment_unnamed_441, fragment_unnamed_442, fragment_unnamed_41), 0.0f).y, mad(fragment_unnamed_435, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, 1.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_209), fragment_unnamed_41), 0.0f).y, 1.0f)), 0.0f, 1.0f);
precise float fragment_unnamed_473 = fragment_unnamed_394.y * clamp(mad(fragment_unnamed_469, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 1.0f, fragment_unnamed_353), fragment_unnamed_41), 0.0f).y, mad(fragment_unnamed_458, _BlitTexture.SampleLevel(S0, float3(mad(fragment_uniform_buffer_0[105u].x, -2.0f, fragment_input_1.x), mad(fragment_uniform_buffer_0[105u].y, 0.0f, fragment_unnamed_209), fragment_unnamed_41), 0.0f).y, 1.0f)), 0.0f, 1.0f);
fragment_output_0.z = fragment_unnamed_472;
fragment_output_0.w = fragment_unnamed_473;
}
else
{
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[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
fragment_input_3 = stage_input.fragment_input_3;
fragment_input_4 = stage_input.fragment_input_4;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
// 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
}
Pass
{
ZTest Always
ZWrite Off
Cull Off
GpuProgramID 138458
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 _SMAA_PRESET_HIGH
#pragma shader_feature _SMAA_PRESET_LOW
#pragma shader_feature _SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f;
float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_58;
vertex_output_1.y = vertex_unnamed_59;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f;
float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_58;
vertex_output_1.y = vertex_unnamed_59;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[137];
static float4 gl_Position;
static int gl_VertexIndex;
static int gl_BaseVertexARB;
static float2 vertex_output_1;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_33, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_34, 2.0f, -1.0f);
precise float vertex_unnamed_44 = (-0.0f) - vertex_unnamed_34;
precise float vertex_unnamed_46 = vertex_unnamed_44 + 1.0f;
float vertex_unnamed_58 = mad(vertex_unnamed_33, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
float vertex_unnamed_59 = mad(vertex_unnamed_46, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_58;
vertex_output_1.y = vertex_unnamed_59;
vertex_output_2.x = mad(vertex_uniform_buffer_0[136u].x, 1.0f, vertex_unnamed_58);
vertex_output_2.y = mad(vertex_uniform_buffer_0[136u].y, 0.0f, vertex_unnamed_59);
vertex_output_2.z = mad(vertex_uniform_buffer_0[136u].x, 0.0f, vertex_unnamed_58);
vertex_output_2.w = mad(vertex_uniform_buffer_0[136u].y, 1.0f, vertex_unnamed_59);
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
vertex_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _BlitScaleBias;
float4 _Metrics;
static float4 vertex_uniform_buffer_0[106];
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;
static float4 vertex_output_2;
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 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_36 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
float vertex_unnamed_37 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
gl_Position.x = mad(vertex_unnamed_36, 2.0f, -1.0f);
gl_Position.y = mad(vertex_unnamed_37, 2.0f, -1.0f);
precise float vertex_unnamed_47 = (-0.0f) - vertex_unnamed_37;
precise float vertex_unnamed_49 = vertex_unnamed_47 + 1.0f;
float vertex_unnamed_61 = mad(vertex_unnamed_36, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
float vertex_unnamed_62 = mad(vertex_unnamed_49, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
gl_Position.z = 1.0f;
gl_Position.w = 1.0f;
vertex_output_1.x = vertex_unnamed_61;
vertex_output_1.y = vertex_unnamed_62;
vertex_output_2.x = mad(vertex_uniform_buffer_0[105u].x, 1.0f, vertex_unnamed_61);
vertex_output_2.y = mad(vertex_uniform_buffer_0[105u].y, 0.0f, vertex_unnamed_62);
vertex_output_2.z = mad(vertex_uniform_buffer_0[105u].x, 0.0f, vertex_unnamed_61);
vertex_output_2.w = mad(vertex_uniform_buffer_0[105u].y, 1.0f, vertex_unnamed_62);
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]);
vertex_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[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;
stage_output.vertex_output_2 = vertex_output_2;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_LOW
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _BlendTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_47 = fragment_unnamed_45.w;
uint fragment_unnamed_48 = asuint(fragment_unnamed_47);
float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_60 = fragment_unnamed_58.y;
float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_70 = fragment_unnamed_68.z;
float fragment_unnamed_71 = fragment_unnamed_68.x;
if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f);
fragment_output_0.x = fragment_unnamed_85.x;
fragment_output_0.y = fragment_unnamed_85.y;
fragment_output_0.z = fragment_unnamed_85.z;
fragment_output_0.w = fragment_unnamed_85.w;
}
else
{
bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70);
uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u;
float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60));
float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71));
float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx);
precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120;
precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f);
precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f);
float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f);
float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f);
precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x;
precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y;
precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z;
precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w;
fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156);
fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157);
fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158);
fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_LOW
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _BlendTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_52 = fragment_unnamed_49.w;
uint fragment_unnamed_53 = asuint(fragment_unnamed_52);
float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_65 = fragment_unnamed_63.y;
float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_75 = fragment_unnamed_73.z;
float fragment_unnamed_76 = fragment_unnamed_73.x;
if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f);
fragment_output_0.x = fragment_unnamed_86.x;
fragment_output_0.y = fragment_unnamed_86.y;
fragment_output_0.z = fragment_unnamed_86.z;
fragment_output_0.w = fragment_unnamed_86.w;
}
else
{
bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75);
uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u;
float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65));
float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76));
float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx);
precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121;
precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f;
precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f);
precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f);
float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f);
float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f);
precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125;
precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125;
precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125;
precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125;
fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157);
fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158);
fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159);
fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_MEDIUM
#ifdef _SMAA_PRESET_MEDIUM
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _BlendTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_47 = fragment_unnamed_45.w;
uint fragment_unnamed_48 = asuint(fragment_unnamed_47);
float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_60 = fragment_unnamed_58.y;
float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_70 = fragment_unnamed_68.z;
float fragment_unnamed_71 = fragment_unnamed_68.x;
if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f);
fragment_output_0.x = fragment_unnamed_85.x;
fragment_output_0.y = fragment_unnamed_85.y;
fragment_output_0.z = fragment_unnamed_85.z;
fragment_output_0.w = fragment_unnamed_85.w;
}
else
{
bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70);
uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u;
float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60));
float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71));
float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx);
precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120;
precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f);
precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f);
float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f);
float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f);
precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x;
precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y;
precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z;
precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w;
fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156);
fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157);
fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158);
fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_MEDIUM
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_MEDIUM
#ifndef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _BlendTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_52 = fragment_unnamed_49.w;
uint fragment_unnamed_53 = asuint(fragment_unnamed_52);
float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_65 = fragment_unnamed_63.y;
float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_75 = fragment_unnamed_73.z;
float fragment_unnamed_76 = fragment_unnamed_73.x;
if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f);
fragment_output_0.x = fragment_unnamed_86.x;
fragment_output_0.y = fragment_unnamed_86.y;
fragment_output_0.z = fragment_unnamed_86.z;
fragment_output_0.w = fragment_unnamed_86.w;
}
else
{
bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75);
uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u;
float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65));
float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76));
float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx);
precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121;
precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f;
precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f);
precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f);
float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f);
float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f);
precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125;
precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125;
precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125;
precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125;
fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157);
fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158);
fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159);
fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_MEDIUM
#endif // !_SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#ifdef _SMAA_PRESET_HIGH
#ifndef STEREO_INSTANCING_ON
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[137];
Texture2D<float4> _BlitTexture;
Texture2D<float4> _BlendTexture;
SamplerState S0;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_45 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.x, fragment_input_2.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_47 = fragment_unnamed_45.w;
uint fragment_unnamed_48 = asuint(fragment_unnamed_47);
float4 fragment_unnamed_58 = _BlendTexture.SampleBias(S0, float2(fragment_input_2.z, fragment_input_2.w), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_60 = fragment_unnamed_58.y;
float4 fragment_unnamed_68 = _BlendTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_70 = fragment_unnamed_68.z;
float fragment_unnamed_71 = fragment_unnamed_68.x;
if (dot(float4(fragment_unnamed_47, fragment_unnamed_60, fragment_unnamed_70, fragment_unnamed_71), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_85 = _BlitTexture.SampleLevel(S0, float2(fragment_input_1.x, fragment_input_1.y), 0.0f);
fragment_output_0.x = fragment_unnamed_85.x;
fragment_output_0.y = fragment_unnamed_85.y;
fragment_output_0.z = fragment_unnamed_85.z;
fragment_output_0.w = fragment_unnamed_85.w;
}
else
{
bool fragment_unnamed_99 = max(fragment_unnamed_71, fragment_unnamed_60) < max(fragment_unnamed_47, fragment_unnamed_70);
uint fragment_unnamed_101 = fragment_unnamed_99 ? 4294967295u : 0u;
float fragment_unnamed_115 = asfloat(fragment_unnamed_99 ? fragment_unnamed_48 : asuint(fragment_unnamed_60));
float fragment_unnamed_119 = asfloat(fragment_unnamed_99 ? asuint(fragment_unnamed_70) : asuint(fragment_unnamed_71));
float fragment_unnamed_120 = dot(float2(fragment_unnamed_115, fragment_unnamed_119), 1.0f.xx);
precise float fragment_unnamed_123 = fragment_unnamed_115 / fragment_unnamed_120;
precise float fragment_unnamed_124 = fragment_unnamed_119 / fragment_unnamed_120;
precise float fragment_unnamed_130 = fragment_uniform_buffer_0[136u].x * 1.0f;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[136u].y * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[136u].x * (-1.0f);
precise float fragment_unnamed_134 = fragment_uniform_buffer_0[136u].y * (-1.0f);
float4 fragment_unnamed_144 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(fragment_unnamed_48 & fragment_unnamed_101), fragment_unnamed_130, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_60)), fragment_unnamed_131, fragment_input_1.y)), 0.0f);
float4 fragment_unnamed_150 = _BlitTexture.SampleLevel(S0, float2(mad(asfloat(asuint(fragment_unnamed_70) & fragment_unnamed_101), fragment_unnamed_132, fragment_input_1.x), mad(asfloat(fragment_unnamed_99 ? 0u : asuint(fragment_unnamed_71)), fragment_unnamed_134, fragment_input_1.y)), 0.0f);
precise float fragment_unnamed_156 = fragment_unnamed_124 * fragment_unnamed_150.x;
precise float fragment_unnamed_157 = fragment_unnamed_124 * fragment_unnamed_150.y;
precise float fragment_unnamed_158 = fragment_unnamed_124 * fragment_unnamed_150.z;
precise float fragment_unnamed_159 = fragment_unnamed_124 * fragment_unnamed_150.w;
fragment_output_0.x = mad(fragment_unnamed_123, fragment_unnamed_144.x, fragment_unnamed_156);
fragment_output_0.y = mad(fragment_unnamed_123, fragment_unnamed_144.y, fragment_unnamed_157);
fragment_output_0.z = mad(fragment_unnamed_123, fragment_unnamed_144.z, fragment_unnamed_158);
fragment_output_0.w = mad(fragment_unnamed_123, fragment_unnamed_144.w, fragment_unnamed_159);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[136] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // _SMAA_PRESET_HIGH
#endif // !STEREO_INSTANCING_ON
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
#ifdef STEREO_INSTANCING_ON
#ifdef _SMAA_PRESET_HIGH
#ifndef _SMAA_PRESET_LOW
#ifndef _SMAA_PRESET_MEDIUM
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Metrics;
static float4 fragment_uniform_buffer_0[106];
Texture2DArray<float4> _BlitTexture;
Texture2DArray<float4> _BlendTexture;
SamplerState S0;
static uint gl_Layer;
static float2 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
uint gl_Layer : SV_RenderTargetArrayIndex;
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float fragment_unnamed_34 = float(uint(gl_Layer));
float4 fragment_unnamed_49 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.x, fragment_input_2.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_52 = fragment_unnamed_49.w;
uint fragment_unnamed_53 = asuint(fragment_unnamed_52);
float4 fragment_unnamed_63 = _BlendTexture.SampleBias(S0, float3(fragment_input_2.z, fragment_input_2.w, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_65 = fragment_unnamed_63.y;
float4 fragment_unnamed_73 = _BlendTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), fragment_uniform_buffer_0[4u].x);
float fragment_unnamed_75 = fragment_unnamed_73.z;
float fragment_unnamed_76 = fragment_unnamed_73.x;
if (dot(float4(fragment_unnamed_52, fragment_unnamed_65, fragment_unnamed_75, fragment_unnamed_76), 1.0f.xxxx) < 9.9999997473787516355514526367188e-06f)
{
float4 fragment_unnamed_86 = _BlitTexture.SampleLevel(S0, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_34), 0.0f);
fragment_output_0.x = fragment_unnamed_86.x;
fragment_output_0.y = fragment_unnamed_86.y;
fragment_output_0.z = fragment_unnamed_86.z;
fragment_output_0.w = fragment_unnamed_86.w;
}
else
{
bool fragment_unnamed_100 = max(fragment_unnamed_76, fragment_unnamed_65) < max(fragment_unnamed_52, fragment_unnamed_75);
uint fragment_unnamed_102 = fragment_unnamed_100 ? 4294967295u : 0u;
float fragment_unnamed_116 = asfloat(fragment_unnamed_100 ? fragment_unnamed_53 : asuint(fragment_unnamed_65));
float fragment_unnamed_120 = asfloat(fragment_unnamed_100 ? asuint(fragment_unnamed_75) : asuint(fragment_unnamed_76));
float fragment_unnamed_121 = dot(float2(fragment_unnamed_116, fragment_unnamed_120), 1.0f.xx);
precise float fragment_unnamed_124 = fragment_unnamed_116 / fragment_unnamed_121;
precise float fragment_unnamed_125 = fragment_unnamed_120 / fragment_unnamed_121;
precise float fragment_unnamed_131 = fragment_uniform_buffer_0[105u].x * 1.0f;
precise float fragment_unnamed_132 = fragment_uniform_buffer_0[105u].y * 1.0f;
precise float fragment_unnamed_133 = fragment_uniform_buffer_0[105u].x * (-1.0f);
precise float fragment_unnamed_135 = fragment_uniform_buffer_0[105u].y * (-1.0f);
float4 fragment_unnamed_145 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(fragment_unnamed_53 & fragment_unnamed_102), fragment_unnamed_131, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_65)), fragment_unnamed_132, fragment_input_1.y), fragment_unnamed_34), 0.0f);
float4 fragment_unnamed_151 = _BlitTexture.SampleLevel(S0, float3(mad(asfloat(asuint(fragment_unnamed_75) & fragment_unnamed_102), fragment_unnamed_133, fragment_input_1.x), mad(asfloat(fragment_unnamed_100 ? 0u : asuint(fragment_unnamed_76)), fragment_unnamed_135, fragment_input_1.y), fragment_unnamed_34), 0.0f);
precise float fragment_unnamed_157 = fragment_unnamed_151.x * fragment_unnamed_125;
precise float fragment_unnamed_158 = fragment_unnamed_151.y * fragment_unnamed_125;
precise float fragment_unnamed_159 = fragment_unnamed_151.z * fragment_unnamed_125;
precise float fragment_unnamed_160 = fragment_unnamed_151.w * fragment_unnamed_125;
fragment_output_0.x = mad(fragment_unnamed_124, fragment_unnamed_145.x, fragment_unnamed_157);
fragment_output_0.y = mad(fragment_unnamed_124, fragment_unnamed_145.y, fragment_unnamed_158);
fragment_output_0.z = mad(fragment_unnamed_124, fragment_unnamed_145.z, fragment_unnamed_159);
fragment_output_0.w = mad(fragment_unnamed_124, fragment_unnamed_145.w, fragment_unnamed_160);
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[105] = float4(_Metrics[0], _Metrics[1], _Metrics[2], _Metrics[3]);
gl_Layer = stage_input.gl_Layer;
fragment_input_1 = stage_input.fragment_input_1;
fragment_input_2 = stage_input.fragment_input_2;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // _SMAA_PRESET_HIGH
#endif // !_SMAA_PRESET_LOW
#endif // !_SMAA_PRESET_MEDIUM
// 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
}
}
}