Files
2026-06-01 17:19:55 +02:00

1994 lines
123 KiB
GLSL

Shader "TextMeshPro/Sprite"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass
{
Name "Default"
Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ColorMask 0
ZWrite Off
Cull Off
Stencil
{
ReadMask 0
WriteMask 0
Comp [Disabled]
Pass Keep
Fail Keep
ZFail Keep
}
GpuProgramID 42398
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 multi_compile _ UNITY_UI_ALPHACLIP
#pragma multi_compile _ UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixVP;
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[7];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[21];
static float4 gl_Position;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w;
precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x;
precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y;
precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z;
precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w;
float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103)));
gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100)));
gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101)));
gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102)));
gl_Position.w = vertex_unnamed_136;
bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_231;
vertex_output_1.y = vertex_unnamed_232;
vertex_output_1.z = vertex_unnamed_233;
vertex_output_1.w = vertex_unnamed_234;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x;
precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y;
precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275));
precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276));
precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288));
precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289));
vertex_output_4.z = vertex_unnamed_299;
vertex_output_4.w = vertex_unnamed_300;
precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323);
precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325);
vertex_output_4.x = vertex_unnamed_331;
vertex_output_4.y = vertex_unnamed_332;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]);
vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]);
vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]);
vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]);
vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixVP[2];
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[6];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[32];
static float4 gl_Position;
static uint gl_Layer;
static int gl_InstanceIndex;
static int gl_BaseInstanceARB;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w;
uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u;
uint vertex_unnamed_103 = vertex_unnamed_102 << 2u;
gl_Layer = int(vertex_unnamed_102);
uint vertex_unnamed_104 = vertex_unnamed_103 + 25u;
precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x;
precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y;
precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z;
precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w;
uint vertex_unnamed_116 = vertex_unnamed_103 + 24u;
uint vertex_unnamed_128 = vertex_unnamed_103 + 26u;
uint vertex_unnamed_140 = vertex_unnamed_103 + 27u;
float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115)));
gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112)));
gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113)));
gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114)));
gl_Position.w = vertex_unnamed_151;
bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_245;
vertex_output_1.y = vertex_unnamed_246;
vertex_output_1.z = vertex_unnamed_247;
vertex_output_1.w = vertex_unnamed_248;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
uint vertex_unnamed_285 = vertex_unnamed_103 + 1u;
precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x;
precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y;
precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290));
precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291));
precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303));
precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304));
vertex_output_4.z = vertex_unnamed_314;
vertex_output_4.w = vertex_unnamed_315;
precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338);
precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340);
vertex_output_4.x = vertex_unnamed_346;
vertex_output_4.y = vertex_unnamed_347;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]);
vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]);
vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]);
vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]);
vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]);
vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]);
vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]);
vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]);
vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // !UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef UNITY_UI_ALPHACLIP
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixVP;
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[7];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[21];
static float4 gl_Position;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w;
precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x;
precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y;
precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z;
precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w;
float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103)));
gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100)));
gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101)));
gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102)));
gl_Position.w = vertex_unnamed_136;
bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_231;
vertex_output_1.y = vertex_unnamed_232;
vertex_output_1.z = vertex_unnamed_233;
vertex_output_1.w = vertex_unnamed_234;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x;
precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y;
precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275));
precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276));
precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288));
precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289));
vertex_output_4.z = vertex_unnamed_299;
vertex_output_4.w = vertex_unnamed_300;
precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323);
precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325);
vertex_output_4.x = vertex_unnamed_331;
vertex_output_4.y = vertex_unnamed_332;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]);
vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]);
vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]);
vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]);
vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_ALPHACLIP
#endif // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_CLIP_RECT
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixVP[2];
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[6];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[32];
static float4 gl_Position;
static uint gl_Layer;
static int gl_InstanceIndex;
static int gl_BaseInstanceARB;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w;
uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u;
uint vertex_unnamed_103 = vertex_unnamed_102 << 2u;
gl_Layer = int(vertex_unnamed_102);
uint vertex_unnamed_104 = vertex_unnamed_103 + 25u;
precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x;
precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y;
precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z;
precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w;
uint vertex_unnamed_116 = vertex_unnamed_103 + 24u;
uint vertex_unnamed_128 = vertex_unnamed_103 + 26u;
uint vertex_unnamed_140 = vertex_unnamed_103 + 27u;
float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115)));
gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112)));
gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113)));
gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114)));
gl_Position.w = vertex_unnamed_151;
bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_245;
vertex_output_1.y = vertex_unnamed_246;
vertex_output_1.z = vertex_unnamed_247;
vertex_output_1.w = vertex_unnamed_248;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
uint vertex_unnamed_285 = vertex_unnamed_103 + 1u;
precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x;
precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y;
precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290));
precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291));
precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303));
precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304));
vertex_output_4.z = vertex_unnamed_314;
vertex_output_4.w = vertex_unnamed_315;
precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338);
precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340);
vertex_output_4.x = vertex_unnamed_346;
vertex_output_4.y = vertex_unnamed_347;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]);
vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]);
vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]);
vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]);
vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]);
vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]);
vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]);
vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]);
vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixVP;
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[7];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[21];
static float4 gl_Position;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w;
precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x;
precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y;
precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z;
precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w;
float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103)));
gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100)));
gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101)));
gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102)));
gl_Position.w = vertex_unnamed_136;
bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_231;
vertex_output_1.y = vertex_unnamed_232;
vertex_output_1.z = vertex_unnamed_233;
vertex_output_1.w = vertex_unnamed_234;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x;
precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y;
precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275));
precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276));
precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288));
precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289));
vertex_output_4.z = vertex_unnamed_299;
vertex_output_4.w = vertex_unnamed_300;
precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323);
precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325);
vertex_output_4.x = vertex_unnamed_331;
vertex_output_4.y = vertex_unnamed_332;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]);
vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]);
vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]);
vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]);
vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_CLIP_RECT
#endif // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_ALPHACLIP
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_CLIP_RECT
#ifndef UNITY_UI_ALPHACLIP
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixVP[2];
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[6];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[32];
static float4 gl_Position;
static uint gl_Layer;
static int gl_InstanceIndex;
static int gl_BaseInstanceARB;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w;
uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u;
uint vertex_unnamed_103 = vertex_unnamed_102 << 2u;
gl_Layer = int(vertex_unnamed_102);
uint vertex_unnamed_104 = vertex_unnamed_103 + 25u;
precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x;
precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y;
precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z;
precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w;
uint vertex_unnamed_116 = vertex_unnamed_103 + 24u;
uint vertex_unnamed_128 = vertex_unnamed_103 + 26u;
uint vertex_unnamed_140 = vertex_unnamed_103 + 27u;
float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115)));
gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112)));
gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113)));
gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114)));
gl_Position.w = vertex_unnamed_151;
bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_245;
vertex_output_1.y = vertex_unnamed_246;
vertex_output_1.z = vertex_unnamed_247;
vertex_output_1.w = vertex_unnamed_248;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
uint vertex_unnamed_285 = vertex_unnamed_103 + 1u;
precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x;
precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y;
precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290));
precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291));
precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303));
precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304));
vertex_output_4.z = vertex_unnamed_314;
vertex_output_4.w = vertex_unnamed_315;
precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338);
precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340);
vertex_output_4.x = vertex_unnamed_346;
vertex_output_4.y = vertex_unnamed_347;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]);
vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]);
vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]);
vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]);
vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]);
vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]);
vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]);
vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]);
vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_CLIP_RECT
#endif // !UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 glstate_matrix_projection;
float4x4 unity_MatrixVP;
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[7];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[21];
static float4 gl_Position;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_52 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_53 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_54 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_55 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_89 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_52)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_90 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_53)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_91 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_54)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_92 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_55)) + vertex_uniform_buffer_2[3u].w;
precise float vertex_unnamed_100 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].x;
precise float vertex_unnamed_101 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].y;
precise float vertex_unnamed_102 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].z;
precise float vertex_unnamed_103 = vertex_unnamed_90 * vertex_uniform_buffer_3[18u].w;
float vertex_unnamed_136 = mad(vertex_uniform_buffer_3[20u].w, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].w, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].w, vertex_unnamed_89, vertex_unnamed_103)));
gl_Position.x = mad(vertex_uniform_buffer_3[20u].x, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].x, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].x, vertex_unnamed_89, vertex_unnamed_100)));
gl_Position.y = mad(vertex_uniform_buffer_3[20u].y, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].y, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].y, vertex_unnamed_89, vertex_unnamed_101)));
gl_Position.z = mad(vertex_uniform_buffer_3[20u].z, vertex_unnamed_92, mad(vertex_uniform_buffer_3[19u].z, vertex_unnamed_91, mad(vertex_uniform_buffer_3[17u].z, vertex_unnamed_89, vertex_unnamed_102)));
gl_Position.w = vertex_unnamed_136;
bool vertex_unnamed_213 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_231 = (vertex_unnamed_213 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_232 = (vertex_unnamed_213 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_233 = (vertex_unnamed_213 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_234 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_231;
vertex_output_1.y = vertex_unnamed_232;
vertex_output_1.z = vertex_unnamed_233;
vertex_output_1.w = vertex_unnamed_234;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
precise float vertex_unnamed_275 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].x;
precise float vertex_unnamed_276 = vertex_uniform_buffer_1[6u].y * vertex_uniform_buffer_3[6u].y;
precise float vertex_unnamed_288 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].x, vertex_uniform_buffer_1[6u].x, vertex_unnamed_275));
precise float vertex_unnamed_289 = vertex_unnamed_136 / abs(mad(vertex_uniform_buffer_3[5u].y, vertex_uniform_buffer_1[6u].x, vertex_unnamed_276));
precise float vertex_unnamed_299 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_288));
precise float vertex_unnamed_300 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_289));
vertex_output_4.z = vertex_unnamed_299;
vertex_output_4.w = vertex_unnamed_300;
precise float vertex_unnamed_323 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_325 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_329 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_330 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_331 = vertex_unnamed_329 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_323);
precise float vertex_unnamed_332 = vertex_unnamed_330 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_325);
vertex_output_4.x = vertex_unnamed_331;
vertex_output_4.y = vertex_unnamed_332;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[6] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[5] = float4(glstate_matrix_projection[0][0], glstate_matrix_projection[1][0], glstate_matrix_projection[2][0], glstate_matrix_projection[3][0]);
vertex_uniform_buffer_3[6] = float4(glstate_matrix_projection[0][1], glstate_matrix_projection[1][1], glstate_matrix_projection[2][1], glstate_matrix_projection[3][1]);
vertex_uniform_buffer_3[7] = float4(glstate_matrix_projection[0][2], glstate_matrix_projection[1][2], glstate_matrix_projection[2][2], glstate_matrix_projection[3][2]);
vertex_uniform_buffer_3[8] = float4(glstate_matrix_projection[0][3], glstate_matrix_projection[1][3], glstate_matrix_projection[2][3], glstate_matrix_projection[3][3]);
vertex_uniform_buffer_3[17] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
vertex_uniform_buffer_3[18] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
vertex_uniform_buffer_3[19] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
vertex_uniform_buffer_3[20] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_ALPHACLIP
#endif // UNITY_UI_CLIP_RECT
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 _ScreenParams;
float4x4 unity_ObjectToWorld;
float4x4 unity_StereoMatrixP[2];
float4x4 unity_StereoMatrixVP[2];
static float4 vertex_uniform_buffer_0[7];
static float4 vertex_uniform_buffer_1[6];
static float4 vertex_uniform_buffer_2[4];
static float4 vertex_uniform_buffer_3[32];
static float4 gl_Position;
static uint gl_Layer;
static int gl_InstanceIndex;
static int gl_BaseInstanceARB;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float2 vertex_input_2;
static float4 vertex_output_1;
static float2 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : COLOR; // COLOR
float2 vertex_input_2 : TEXCOORD0; // TEXCOORD
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : COLOR; // COLOR
float2 vertex_output_2 : TEXCOORD; // TEXCOORD
float4 vertex_output_3 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_4 : TEXCOORD2; // TEXCOORD_2
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_2[1u].x;
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_2[1u].y;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_2[1u].z;
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_2[1u].w;
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_2[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].x, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_2[3u].x;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_2[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].y, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_2[3u].y;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_2[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].z, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_2[3u].z;
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_2[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_2[0u].w, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_2[3u].w;
uint vertex_unnamed_102 = (uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u;
uint vertex_unnamed_103 = vertex_unnamed_102 << 2u;
gl_Layer = int(vertex_unnamed_102);
uint vertex_unnamed_104 = vertex_unnamed_103 + 25u;
precise float vertex_unnamed_112 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].x;
precise float vertex_unnamed_113 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].y;
precise float vertex_unnamed_114 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].z;
precise float vertex_unnamed_115 = vertex_unnamed_95 * vertex_uniform_buffer_3[vertex_unnamed_104].w;
uint vertex_unnamed_116 = vertex_unnamed_103 + 24u;
uint vertex_unnamed_128 = vertex_unnamed_103 + 26u;
uint vertex_unnamed_140 = vertex_unnamed_103 + 27u;
float vertex_unnamed_151 = mad(vertex_uniform_buffer_3[vertex_unnamed_140].w, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].w, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].w, vertex_unnamed_94, vertex_unnamed_115)));
gl_Position.x = mad(vertex_uniform_buffer_3[vertex_unnamed_140].x, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].x, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].x, vertex_unnamed_94, vertex_unnamed_112)));
gl_Position.y = mad(vertex_uniform_buffer_3[vertex_unnamed_140].y, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].y, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].y, vertex_unnamed_94, vertex_unnamed_113)));
gl_Position.z = mad(vertex_uniform_buffer_3[vertex_unnamed_140].z, vertex_unnamed_97, mad(vertex_uniform_buffer_3[vertex_unnamed_128].z, vertex_unnamed_96, mad(vertex_uniform_buffer_3[vertex_unnamed_116].z, vertex_unnamed_94, vertex_unnamed_114)));
gl_Position.w = vertex_unnamed_151;
bool vertex_unnamed_227 = asuint(vertex_uniform_buffer_0[6u]).z != 0u;
precise float vertex_unnamed_245 = (vertex_unnamed_227 ? asfloat((vertex_input_1.x < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.x, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.x, mad(vertex_input_1.x, mad(vertex_input_1.x, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.x) * vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_246 = (vertex_unnamed_227 ? asfloat((vertex_input_1.y < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.y, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.y, mad(vertex_input_1.y, mad(vertex_input_1.y, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.y) * vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_247 = (vertex_unnamed_227 ? asfloat((vertex_input_1.z < 0.07254900038242340087890625f) ? asuint(mad(vertex_input_1.z, 0.084971003234386444091796875f, -0.0001630290062166750431060791015625f)) : asuint(mad(vertex_input_1.z, mad(vertex_input_1.z, mad(vertex_input_1.z, 0.26588499546051025390625f, 0.736584007740020751953125f), -0.00980184040963649749755859375f), 0.0031969700939953327178955078125f))) : vertex_input_1.z) * vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_248 = vertex_input_1.w * vertex_uniform_buffer_0[2u].w;
vertex_output_1.x = vertex_unnamed_245;
vertex_output_1.y = vertex_unnamed_246;
vertex_output_1.z = vertex_unnamed_247;
vertex_output_1.w = vertex_unnamed_248;
vertex_output_2.x = mad(vertex_input_2.x, vertex_uniform_buffer_0[5u].x, vertex_uniform_buffer_0[5u].z);
vertex_output_2.y = mad(vertex_input_2.y, vertex_uniform_buffer_0[5u].y, vertex_uniform_buffer_0[5u].w);
vertex_output_3.x = vertex_input_0.x;
vertex_output_3.y = vertex_input_0.y;
vertex_output_3.z = vertex_input_0.z;
vertex_output_3.w = vertex_input_0.w;
uint vertex_unnamed_285 = vertex_unnamed_103 + 1u;
precise float vertex_unnamed_290 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].x;
precise float vertex_unnamed_291 = vertex_uniform_buffer_1[5u].y * vertex_uniform_buffer_3[vertex_unnamed_285].y;
precise float vertex_unnamed_303 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].x, vertex_uniform_buffer_1[5u].x, vertex_unnamed_290));
precise float vertex_unnamed_304 = vertex_unnamed_151 / abs(mad(vertex_uniform_buffer_3[vertex_unnamed_103].y, vertex_uniform_buffer_1[5u].x, vertex_unnamed_291));
precise float vertex_unnamed_314 = 0.25f / mad(vertex_uniform_buffer_0[6u].x, 0.25f, abs(vertex_unnamed_303));
precise float vertex_unnamed_315 = 0.25f / mad(vertex_uniform_buffer_0[6u].y, 0.25f, abs(vertex_unnamed_304));
vertex_output_4.z = vertex_unnamed_314;
vertex_output_4.w = vertex_unnamed_315;
precise float vertex_unnamed_338 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].x, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_340 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].y, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_344 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].z, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_345 = (-0.0f) - min(max(vertex_uniform_buffer_0[4u].w, -20000000000.0f), 20000000000.0f);
precise float vertex_unnamed_346 = vertex_unnamed_344 + mad(vertex_input_0.x, 2.0f, vertex_unnamed_338);
precise float vertex_unnamed_347 = vertex_unnamed_345 + mad(vertex_input_0.y, 2.0f, vertex_unnamed_340);
vertex_output_4.x = vertex_unnamed_346;
vertex_output_4.y = vertex_unnamed_347;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[2] = float4(_Color[0], _Color[1], _Color[2], _Color[3]);
vertex_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[3]);
vertex_uniform_buffer_0[5] = float4(_MainTex_ST[0], _MainTex_ST[1], _MainTex_ST[2], _MainTex_ST[3]);
vertex_uniform_buffer_0[6] = float4(_UIMaskSoftnessX, vertex_uniform_buffer_0[6][1], vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], _UIMaskSoftnessY, vertex_uniform_buffer_0[6][2], vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_0[6] = float4(vertex_uniform_buffer_0[6][0], vertex_uniform_buffer_0[6][1], asfloat(_UIVertexColorAlwaysGammaSpace), vertex_uniform_buffer_0[6][3]);
vertex_uniform_buffer_1[5] = float4(_ScreenParams[0], _ScreenParams[1], _ScreenParams[2], _ScreenParams[3]);
vertex_uniform_buffer_2[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_2[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_2[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_2[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_3[0] = float4(unity_StereoMatrixP[0][0][0], unity_StereoMatrixP[0][1][0], unity_StereoMatrixP[0][2][0], unity_StereoMatrixP[0][3][0]);
vertex_uniform_buffer_3[1] = float4(unity_StereoMatrixP[0][0][1], unity_StereoMatrixP[0][1][1], unity_StereoMatrixP[0][2][1], unity_StereoMatrixP[0][3][1]);
vertex_uniform_buffer_3[2] = float4(unity_StereoMatrixP[0][0][2], unity_StereoMatrixP[0][1][2], unity_StereoMatrixP[0][2][2], unity_StereoMatrixP[0][3][2]);
vertex_uniform_buffer_3[3] = float4(unity_StereoMatrixP[0][0][3], unity_StereoMatrixP[0][1][3], unity_StereoMatrixP[0][2][3], unity_StereoMatrixP[0][3][3]);
vertex_uniform_buffer_3[4] = float4(unity_StereoMatrixP[1][0][0], unity_StereoMatrixP[1][1][0], unity_StereoMatrixP[1][2][0], unity_StereoMatrixP[1][3][0]);
vertex_uniform_buffer_3[5] = float4(unity_StereoMatrixP[1][0][1], unity_StereoMatrixP[1][1][1], unity_StereoMatrixP[1][2][1], unity_StereoMatrixP[1][3][1]);
vertex_uniform_buffer_3[6] = float4(unity_StereoMatrixP[1][0][2], unity_StereoMatrixP[1][1][2], unity_StereoMatrixP[1][2][2], unity_StereoMatrixP[1][3][2]);
vertex_uniform_buffer_3[7] = float4(unity_StereoMatrixP[1][0][3], unity_StereoMatrixP[1][1][3], unity_StereoMatrixP[1][2][3], unity_StereoMatrixP[1][3][3]);
vertex_uniform_buffer_3[24] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
vertex_uniform_buffer_3[25] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
vertex_uniform_buffer_3[26] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
vertex_uniform_buffer_3[27] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
vertex_uniform_buffer_3[28] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
vertex_uniform_buffer_3[29] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
vertex_uniform_buffer_3[30] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
vertex_uniform_buffer_3[31] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]);
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
vertex_input_0 = stage_input.vertex_input_0;
vertex_input_1 = stage_input.vertex_input_1;
vertex_input_2 = stage_input.vertex_input_2;
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 // UNITY_UI_ALPHACLIP
#endif // UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _TextureSampleAdd;
static float4 fragment_uniform_buffer_0[4];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_41 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_55 = fragment_unnamed_41.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_56 = fragment_unnamed_41.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_57 = fragment_unnamed_41.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_58 = fragment_unnamed_41.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_68 = fragment_unnamed_55 * fragment_input_1.x;
precise float fragment_unnamed_69 = fragment_unnamed_56 * fragment_input_1.y;
precise float fragment_unnamed_70 = fragment_unnamed_57 * fragment_input_1.z;
precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.w;
fragment_output_0.x = fragment_unnamed_68;
fragment_output_0.y = fragment_unnamed_69;
fragment_output_0.z = fragment_unnamed_70;
fragment_output_0.w = fragment_unnamed_71;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[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 // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _TextureSampleAdd;
static float4 fragment_uniform_buffer_0[4];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
float4 fragment_unnamed_43 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_57 = fragment_unnamed_43.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_58 = fragment_unnamed_43.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_59 = fragment_unnamed_43.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_60 = fragment_unnamed_43.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_70 = fragment_unnamed_57 * fragment_input_1.x;
precise float fragment_unnamed_71 = fragment_unnamed_58 * fragment_input_1.y;
precise float fragment_unnamed_72 = fragment_unnamed_59 * fragment_input_1.z;
precise float fragment_unnamed_73 = fragment_unnamed_60 * fragment_input_1.w;
fragment_output_0.x = fragment_unnamed_70;
fragment_output_0.y = fragment_unnamed_71;
fragment_output_0.z = fragment_unnamed_72;
fragment_output_0.w = fragment_unnamed_73;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[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 // STEREO_INSTANCING_ON
#endif // !UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef UNITY_UI_ALPHACLIP
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _TextureSampleAdd;
static float4 fragment_uniform_buffer_0[4];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_89)
{
if (fragment_unnamed_89)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float4 fragment_unnamed_41 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_55 = fragment_unnamed_41.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_56 = fragment_unnamed_41.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_57 = fragment_unnamed_41.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_58 = fragment_unnamed_41.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_73 = fragment_unnamed_55 * fragment_input_1.x;
precise float fragment_unnamed_74 = fragment_unnamed_56 * fragment_input_1.y;
precise float fragment_unnamed_75 = fragment_unnamed_57 * fragment_input_1.z;
precise float fragment_unnamed_76 = fragment_unnamed_58 * fragment_input_1.w;
fragment_output_0.x = fragment_unnamed_73;
fragment_output_0.y = fragment_unnamed_74;
fragment_output_0.z = fragment_unnamed_75;
fragment_output_0.w = fragment_unnamed_76;
discard_cond(mad(fragment_unnamed_58, fragment_input_1.w, -0.001000000047497451305389404296875f) < 0.0f);
discard_exit();
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[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 // UNITY_UI_ALPHACLIP
#endif // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_CLIP_RECT
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_ALPHACLIP
#ifndef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _TextureSampleAdd;
static float4 fragment_uniform_buffer_0[4];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_91)
{
if (fragment_unnamed_91)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
float4 fragment_unnamed_43 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_57 = fragment_unnamed_43.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_58 = fragment_unnamed_43.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_59 = fragment_unnamed_43.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_60 = fragment_unnamed_43.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_75 = fragment_unnamed_57 * fragment_input_1.x;
precise float fragment_unnamed_76 = fragment_unnamed_58 * fragment_input_1.y;
precise float fragment_unnamed_77 = fragment_unnamed_59 * fragment_input_1.z;
precise float fragment_unnamed_78 = fragment_unnamed_60 * fragment_input_1.w;
fragment_output_0.x = fragment_unnamed_75;
fragment_output_0.y = fragment_unnamed_76;
fragment_output_0.z = fragment_unnamed_77;
fragment_output_0.w = fragment_unnamed_78;
discard_cond(mad(fragment_unnamed_60, fragment_input_1.w, -0.001000000047497451305389404296875f) < 0.0f);
discard_exit();
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[3] = float4(_TextureSampleAdd[0], _TextureSampleAdd[1], _TextureSampleAdd[2], _TextureSampleAdd[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 // STEREO_INSTANCING_ON
#endif // UNITY_UI_ALPHACLIP
#endif // !UNITY_UI_CLIP_RECT
#ifdef UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#ifndef UNITY_UI_ALPHACLIP
#define ANY_SHADER_VARIANT_ACTIVE
float4 _ClipRect;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[4u].x;
precise float fragment_unnamed_40 = (-0.0f) - fragment_uniform_buffer_0[4u].y;
precise float fragment_unnamed_45 = fragment_unnamed_37 + fragment_uniform_buffer_0[4u].z;
precise float fragment_unnamed_46 = fragment_unnamed_40 + fragment_uniform_buffer_0[4u].w;
precise float fragment_unnamed_52 = (-0.0f) - abs(fragment_input_4.x);
precise float fragment_unnamed_57 = (-0.0f) - abs(fragment_input_4.y);
precise float fragment_unnamed_58 = fragment_unnamed_45 + fragment_unnamed_52;
precise float fragment_unnamed_59 = fragment_unnamed_46 + fragment_unnamed_57;
precise float fragment_unnamed_66 = fragment_unnamed_58 * fragment_input_4.z;
precise float fragment_unnamed_67 = fragment_unnamed_59 * fragment_input_4.w;
precise float fragment_unnamed_72 = clamp(fragment_unnamed_67, 0.0f, 1.0f) * clamp(fragment_unnamed_66, 0.0f, 1.0f);
float4 fragment_unnamed_79 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_91 = fragment_unnamed_79.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_92 = fragment_unnamed_79.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_93 = fragment_unnamed_79.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_94 = fragment_unnamed_79.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_103 = fragment_unnamed_91 * fragment_input_1.x;
precise float fragment_unnamed_104 = fragment_unnamed_92 * fragment_input_1.y;
precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.z;
precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.w;
precise float fragment_unnamed_107 = fragment_unnamed_72 * fragment_unnamed_103;
precise float fragment_unnamed_108 = fragment_unnamed_72 * fragment_unnamed_104;
precise float fragment_unnamed_109 = fragment_unnamed_72 * fragment_unnamed_105;
precise float fragment_unnamed_110 = fragment_unnamed_72 * fragment_unnamed_106;
fragment_output_0.x = fragment_unnamed_107;
fragment_output_0.y = fragment_unnamed_108;
fragment_output_0.z = fragment_unnamed_109;
fragment_output_0.w = fragment_unnamed_110;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[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 // UNITY_UI_CLIP_RECT
#endif // !STEREO_INSTANCING_ON
#endif // !UNITY_UI_ALPHACLIP
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_CLIP_RECT
#ifndef UNITY_UI_ALPHACLIP
#define ANY_SHADER_VARIANT_ACTIVE
float4 _ClipRect;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[4u].x;
precise float fragment_unnamed_42 = (-0.0f) - fragment_uniform_buffer_0[4u].y;
precise float fragment_unnamed_47 = fragment_unnamed_39 + fragment_uniform_buffer_0[4u].z;
precise float fragment_unnamed_48 = fragment_unnamed_42 + fragment_uniform_buffer_0[4u].w;
precise float fragment_unnamed_54 = (-0.0f) - abs(fragment_input_4.x);
precise float fragment_unnamed_59 = (-0.0f) - abs(fragment_input_4.y);
precise float fragment_unnamed_60 = fragment_unnamed_47 + fragment_unnamed_54;
precise float fragment_unnamed_61 = fragment_unnamed_48 + fragment_unnamed_59;
precise float fragment_unnamed_68 = fragment_unnamed_60 * fragment_input_4.z;
precise float fragment_unnamed_69 = fragment_unnamed_61 * fragment_input_4.w;
precise float fragment_unnamed_74 = clamp(fragment_unnamed_69, 0.0f, 1.0f) * clamp(fragment_unnamed_68, 0.0f, 1.0f);
float4 fragment_unnamed_81 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_93 = fragment_unnamed_81.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_94 = fragment_unnamed_81.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_95 = fragment_unnamed_81.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_96 = fragment_unnamed_81.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.x;
precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.y;
precise float fragment_unnamed_107 = fragment_unnamed_95 * fragment_input_1.z;
precise float fragment_unnamed_108 = fragment_unnamed_96 * fragment_input_1.w;
precise float fragment_unnamed_109 = fragment_unnamed_74 * fragment_unnamed_105;
precise float fragment_unnamed_110 = fragment_unnamed_74 * fragment_unnamed_106;
precise float fragment_unnamed_111 = fragment_unnamed_74 * fragment_unnamed_107;
precise float fragment_unnamed_112 = fragment_unnamed_74 * fragment_unnamed_108;
fragment_output_0.x = fragment_unnamed_109;
fragment_output_0.y = fragment_unnamed_110;
fragment_output_0.z = fragment_unnamed_111;
fragment_output_0.w = fragment_unnamed_112;
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[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 // STEREO_INSTANCING_ON
#endif // UNITY_UI_CLIP_RECT
#endif // !UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_CLIP_RECT
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4 _ClipRect;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_125)
{
if (fragment_unnamed_125)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[4u].x;
precise float fragment_unnamed_40 = (-0.0f) - fragment_uniform_buffer_0[4u].y;
precise float fragment_unnamed_45 = fragment_unnamed_37 + fragment_uniform_buffer_0[4u].z;
precise float fragment_unnamed_46 = fragment_unnamed_40 + fragment_uniform_buffer_0[4u].w;
precise float fragment_unnamed_52 = (-0.0f) - abs(fragment_input_4.x);
precise float fragment_unnamed_57 = (-0.0f) - abs(fragment_input_4.y);
precise float fragment_unnamed_58 = fragment_unnamed_45 + fragment_unnamed_52;
precise float fragment_unnamed_59 = fragment_unnamed_46 + fragment_unnamed_57;
precise float fragment_unnamed_66 = fragment_unnamed_58 * fragment_input_4.z;
precise float fragment_unnamed_67 = fragment_unnamed_59 * fragment_input_4.w;
precise float fragment_unnamed_72 = clamp(fragment_unnamed_67, 0.0f, 1.0f) * clamp(fragment_unnamed_66, 0.0f, 1.0f);
float4 fragment_unnamed_79 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_91 = fragment_unnamed_79.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_92 = fragment_unnamed_79.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_93 = fragment_unnamed_79.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_94 = fragment_unnamed_79.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_103 = fragment_unnamed_91 * fragment_input_1.x;
precise float fragment_unnamed_104 = fragment_unnamed_92 * fragment_input_1.y;
precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.z;
precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.w;
precise float fragment_unnamed_109 = fragment_unnamed_72 * fragment_unnamed_103;
precise float fragment_unnamed_110 = fragment_unnamed_72 * fragment_unnamed_104;
precise float fragment_unnamed_111 = fragment_unnamed_72 * fragment_unnamed_105;
precise float fragment_unnamed_112 = fragment_unnamed_72 * fragment_unnamed_106;
fragment_output_0.x = fragment_unnamed_109;
fragment_output_0.y = fragment_unnamed_110;
fragment_output_0.z = fragment_unnamed_111;
fragment_output_0.w = fragment_unnamed_112;
discard_cond(mad(fragment_unnamed_106, fragment_unnamed_72, -0.001000000047497451305389404296875f) < 0.0f);
discard_exit();
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[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 // UNITY_UI_ALPHACLIP
#endif // UNITY_UI_CLIP_RECT
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef UNITY_UI_ALPHACLIP
#ifdef UNITY_UI_CLIP_RECT
#define ANY_SHADER_VARIANT_ACTIVE
float4 _ClipRect;
static float4 fragment_uniform_buffer_0[5];
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
static float4 fragment_input_1;
static float2 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : COLOR; // COLOR
float2 fragment_input_2 : TEXCOORD; // TEXCOORD
float4 fragment_input_3 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_4 : TEXCOORD2; // TEXCOORD_2
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
static bool discard_state;
void discard_cond(bool fragment_unnamed_127)
{
if (fragment_unnamed_127)
{
discard_state = true;
}
}
void discard_exit()
{
if (discard_state)
{
discard;
}
}
void frag_main()
{
discard_state = false;
precise float fragment_unnamed_39 = (-0.0f) - fragment_uniform_buffer_0[4u].x;
precise float fragment_unnamed_42 = (-0.0f) - fragment_uniform_buffer_0[4u].y;
precise float fragment_unnamed_47 = fragment_unnamed_39 + fragment_uniform_buffer_0[4u].z;
precise float fragment_unnamed_48 = fragment_unnamed_42 + fragment_uniform_buffer_0[4u].w;
precise float fragment_unnamed_54 = (-0.0f) - abs(fragment_input_4.x);
precise float fragment_unnamed_59 = (-0.0f) - abs(fragment_input_4.y);
precise float fragment_unnamed_60 = fragment_unnamed_47 + fragment_unnamed_54;
precise float fragment_unnamed_61 = fragment_unnamed_48 + fragment_unnamed_59;
precise float fragment_unnamed_68 = fragment_unnamed_60 * fragment_input_4.z;
precise float fragment_unnamed_69 = fragment_unnamed_61 * fragment_input_4.w;
precise float fragment_unnamed_74 = clamp(fragment_unnamed_69, 0.0f, 1.0f) * clamp(fragment_unnamed_68, 0.0f, 1.0f);
float4 fragment_unnamed_81 = _MainTex.Sample(sampler_MainTex, float2(fragment_input_2.x, fragment_input_2.y));
precise float fragment_unnamed_93 = fragment_unnamed_81.x + fragment_uniform_buffer_0[3u].x;
precise float fragment_unnamed_94 = fragment_unnamed_81.y + fragment_uniform_buffer_0[3u].y;
precise float fragment_unnamed_95 = fragment_unnamed_81.z + fragment_uniform_buffer_0[3u].z;
precise float fragment_unnamed_96 = fragment_unnamed_81.w + fragment_uniform_buffer_0[3u].w;
precise float fragment_unnamed_105 = fragment_unnamed_93 * fragment_input_1.x;
precise float fragment_unnamed_106 = fragment_unnamed_94 * fragment_input_1.y;
precise float fragment_unnamed_107 = fragment_unnamed_95 * fragment_input_1.z;
precise float fragment_unnamed_108 = fragment_unnamed_96 * fragment_input_1.w;
precise float fragment_unnamed_111 = fragment_unnamed_74 * fragment_unnamed_105;
precise float fragment_unnamed_112 = fragment_unnamed_74 * fragment_unnamed_106;
precise float fragment_unnamed_113 = fragment_unnamed_74 * fragment_unnamed_107;
precise float fragment_unnamed_114 = fragment_unnamed_74 * fragment_unnamed_108;
fragment_output_0.x = fragment_unnamed_111;
fragment_output_0.y = fragment_unnamed_112;
fragment_output_0.z = fragment_unnamed_113;
fragment_output_0.w = fragment_unnamed_114;
discard_cond(mad(fragment_unnamed_108, fragment_unnamed_74, -0.001000000047497451305389404296875f) < 0.0f);
discard_exit();
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[4] = float4(_ClipRect[0], _ClipRect[1], _ClipRect[2], _ClipRect[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 // STEREO_INSTANCING_ON
#endif // UNITY_UI_ALPHACLIP
#endif // UNITY_UI_CLIP_RECT
ENDHLSL
}
}
}