631 lines
25 KiB
GLSL
631 lines
25 KiB
GLSL
Shader "Hidden/Universal Render Pipeline/PaniniProjection"
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{
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Properties
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{
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}
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SubShader
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{
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LOD 100
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Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
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Pass
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{
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Name "Panini Projection"
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LOD 100
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Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
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ZTest Always
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ZWrite Off
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Cull Off
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GpuProgramID 5800
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HLSLPROGRAM
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// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.0
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#pragma multi_compile _ STEREO_INSTANCING_ON
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#pragma shader_feature _GENERIC
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#pragma shader_feature _UNIT_DISTANCE
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#ifdef _GENERIC
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#ifndef STEREO_INSTANCING_ON
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#ifndef _UNIT_DISTANCE
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#define ANY_SHADER_VARIANT_ACTIVE
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float4 _BlitScaleBias;
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static float4 vertex_uniform_buffer_0[131];
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static float4 gl_Position;
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static int gl_VertexIndex;
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static int gl_BaseVertexARB;
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static float2 vertex_output_1;
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struct Vertex_Stage_Input
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{
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uint gl_VertexIndex : SV_VertexID;
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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};
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struct Vertex_Stage_Output
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{
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float2 vertex_output_1 : TEXCOORD; // TEXCOORD
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
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float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
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gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
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gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
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precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
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precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
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vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
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vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
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gl_Position.z = 1.0f;
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gl_Position.w = 1.0f;
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}
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Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
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{
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vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
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gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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vert_main();
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Vertex_Stage_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vertex_output_1 = vertex_output_1;
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return stage_output;
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}
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#endif // _GENERIC
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#endif // !STEREO_INSTANCING_ON
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#endif // !_UNIT_DISTANCE
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#ifdef STEREO_INSTANCING_ON
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#ifdef _GENERIC
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#ifndef _UNIT_DISTANCE
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#define ANY_SHADER_VARIANT_ACTIVE
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float4 _BlitScaleBias;
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static float4 vertex_uniform_buffer_0[100];
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static float4 gl_Position;
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static uint gl_Layer;
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static int gl_VertexIndex;
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static int gl_InstanceIndex;
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static int gl_BaseVertexARB;
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static int gl_BaseInstanceARB;
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static float2 vertex_output_1;
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struct Vertex_Stage_Input
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{
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uint gl_VertexIndex : SV_VertexID;
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uint gl_InstanceIndex : SV_InstanceID;
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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uint gl_BaseInstanceARB : SV_StartInstanceLocation;
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};
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struct Vertex_Stage_Output
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{
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float2 vertex_output_1 : TEXCOORD; // TEXCOORD
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float4 gl_Position : SV_Position;
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uint gl_Layer : SV_RenderTargetArrayIndex;
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};
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void vert_main()
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{
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float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
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float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
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gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
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gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
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precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
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precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
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vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
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vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
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gl_Position.z = 1.0f;
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gl_Position.w = 1.0f;
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gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
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}
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Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
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{
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vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
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gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
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gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
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vert_main();
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Vertex_Stage_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.gl_Layer = gl_Layer;
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stage_output.vertex_output_1 = vertex_output_1;
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return stage_output;
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}
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#endif // STEREO_INSTANCING_ON
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#endif // _GENERIC
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#endif // !_UNIT_DISTANCE
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#ifdef _UNIT_DISTANCE
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#ifndef STEREO_INSTANCING_ON
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#ifndef _GENERIC
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#define ANY_SHADER_VARIANT_ACTIVE
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float4 _BlitScaleBias;
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static float4 vertex_uniform_buffer_0[131];
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static float4 gl_Position;
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static int gl_VertexIndex;
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static int gl_BaseVertexARB;
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static float2 vertex_output_1;
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struct Vertex_Stage_Input
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{
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uint gl_VertexIndex : SV_VertexID;
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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};
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struct Vertex_Stage_Output
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{
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float2 vertex_output_1 : TEXCOORD; // TEXCOORD
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
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float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
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gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f);
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gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f);
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precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33;
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precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f;
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vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z);
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vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w);
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gl_Position.z = 1.0f;
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gl_Position.w = 1.0f;
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}
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Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
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{
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vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
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gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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vert_main();
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Vertex_Stage_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vertex_output_1 = vertex_output_1;
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return stage_output;
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}
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#endif // _UNIT_DISTANCE
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#endif // !STEREO_INSTANCING_ON
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#endif // !_GENERIC
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#ifdef STEREO_INSTANCING_ON
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#ifdef _UNIT_DISTANCE
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#ifndef _GENERIC
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#define ANY_SHADER_VARIANT_ACTIVE
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float4 _BlitScaleBias;
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static float4 vertex_uniform_buffer_0[100];
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static float4 gl_Position;
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static uint gl_Layer;
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static int gl_VertexIndex;
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static int gl_InstanceIndex;
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static int gl_BaseVertexARB;
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static int gl_BaseInstanceARB;
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static float2 vertex_output_1;
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struct Vertex_Stage_Input
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{
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uint gl_VertexIndex : SV_VertexID;
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uint gl_InstanceIndex : SV_InstanceID;
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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uint gl_BaseInstanceARB : SV_StartInstanceLocation;
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};
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struct Vertex_Stage_Output
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{
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float2 vertex_output_1 : TEXCOORD; // TEXCOORD
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float4 gl_Position : SV_Position;
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uint gl_Layer : SV_RenderTargetArrayIndex;
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};
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void vert_main()
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{
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float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u);
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float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u);
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gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f);
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gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f);
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precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36;
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precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f;
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vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z);
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vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w);
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gl_Position.z = 1.0f;
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gl_Position.w = 1.0f;
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gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u);
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}
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Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
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{
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vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]);
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gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
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gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
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vert_main();
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Vertex_Stage_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.gl_Layer = gl_Layer;
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stage_output.vertex_output_1 = vertex_output_1;
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return stage_output;
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}
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#endif // STEREO_INSTANCING_ON
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#endif // _UNIT_DISTANCE
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#endif // !_GENERIC
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#ifdef _GENERIC
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#ifndef STEREO_INSTANCING_ON
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#ifndef _UNIT_DISTANCE
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#define ANY_SHADER_VARIANT_ACTIVE
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float4 _RTHandleScale;
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float4 _ScreenSize;
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float4 _Params;
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static float4 fragment_uniform_buffer_0[137];
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Texture2D<float4> _BlitTexture;
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SamplerState S0;
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static float2 fragment_input_1;
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static float4 fragment_output_0;
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struct Fragment_Stage_Input
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{
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float2 fragment_input_1 : TEXCOORD; // TEXCOORD
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};
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struct Fragment_Stage_Output
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{
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float4 fragment_output_0 : SV_Target0;
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};
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void frag_main()
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{
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precise float fragment_unnamed_46 = mad(fragment_input_1.x, 2.0f, -1.0f) * fragment_uniform_buffer_0[136u].x;
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precise float fragment_unnamed_47 = mad(fragment_input_1.y, 2.0f, -1.0f) * fragment_uniform_buffer_0[136u].y;
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precise float fragment_unnamed_51 = fragment_unnamed_46 * fragment_uniform_buffer_0[136u].w;
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precise float fragment_unnamed_52 = fragment_unnamed_47 * fragment_uniform_buffer_0[136u].w;
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precise float fragment_unnamed_56 = fragment_uniform_buffer_0[136u].z + 1.0f;
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precise float fragment_unnamed_58 = fragment_unnamed_56 * fragment_unnamed_56;
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float fragment_unnamed_59 = mad(fragment_unnamed_51, fragment_unnamed_51, fragment_unnamed_58);
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precise float fragment_unnamed_63 = fragment_unnamed_51 * fragment_uniform_buffer_0[136u].z;
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precise float fragment_unnamed_64 = (-0.0f) - fragment_unnamed_63;
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precise float fragment_unnamed_68 = fragment_unnamed_56 * sqrt(mad(fragment_unnamed_64, fragment_unnamed_63, fragment_unnamed_59));
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precise float fragment_unnamed_69 = (-0.0f) - fragment_unnamed_63;
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precise float fragment_unnamed_71 = mad(fragment_unnamed_69, fragment_unnamed_51, fragment_unnamed_68) / fragment_unnamed_59;
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precise float fragment_unnamed_75 = fragment_unnamed_71 + fragment_uniform_buffer_0[136u].z;
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precise float fragment_unnamed_76 = fragment_unnamed_75 / fragment_unnamed_56;
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precise float fragment_unnamed_77 = fragment_unnamed_76 * fragment_unnamed_51;
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precise float fragment_unnamed_78 = fragment_unnamed_76 * fragment_unnamed_52;
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precise float fragment_unnamed_79 = fragment_unnamed_77 / fragment_unnamed_71;
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precise float fragment_unnamed_80 = fragment_unnamed_78 / fragment_unnamed_71;
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precise float fragment_unnamed_85 = fragment_unnamed_79 / fragment_uniform_buffer_0[136u].x;
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precise float fragment_unnamed_86 = fragment_unnamed_80 / fragment_uniform_buffer_0[136u].y;
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precise float fragment_unnamed_94 = (-0.0f) - fragment_uniform_buffer_0[123u].z;
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precise float fragment_unnamed_96 = (-0.0f) - fragment_uniform_buffer_0[123u].w;
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precise float fragment_unnamed_106 = min(mad(fragment_unnamed_94, 0.5f, 1.0f), mad(fragment_unnamed_85, 0.5f, 0.5f)) * fragment_uniform_buffer_0[28u].x;
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precise float fragment_unnamed_107 = min(mad(fragment_unnamed_96, 0.5f, 1.0f), mad(fragment_unnamed_86, 0.5f, 0.5f)) * fragment_uniform_buffer_0[28u].y;
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float4 fragment_unnamed_114 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_106, fragment_unnamed_107), fragment_uniform_buffer_0[4u].x);
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fragment_output_0.x = fragment_unnamed_114.x;
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fragment_output_0.y = fragment_unnamed_114.y;
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fragment_output_0.z = fragment_unnamed_114.z;
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fragment_output_0.w = fragment_unnamed_114.w;
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}
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Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
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{
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fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]);
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fragment_uniform_buffer_0[123] = float4(_ScreenSize[0], _ScreenSize[1], _ScreenSize[2], _ScreenSize[3]);
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fragment_uniform_buffer_0[136] = float4(_Params[0], _Params[1], _Params[2], _Params[3]);
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fragment_input_1 = stage_input.fragment_input_1;
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frag_main();
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Fragment_Stage_Output stage_output;
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stage_output.fragment_output_0 = fragment_output_0;
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return stage_output;
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}
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#endif // _GENERIC
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#endif // !STEREO_INSTANCING_ON
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#endif // !_UNIT_DISTANCE
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|
|
|
|
|
#ifdef STEREO_INSTANCING_ON
|
|
#ifdef _GENERIC
|
|
#ifndef _UNIT_DISTANCE
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _RTHandleScale;
|
|
float4 _ScreenSize;
|
|
float4 _Params;
|
|
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static float4 fragment_uniform_buffer_0[106];
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Texture2DArray<float4> _BlitTexture;
|
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SamplerState S0;
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|
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static uint gl_Layer;
|
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static float2 fragment_input_1;
|
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static float4 fragment_output_0;
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|
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struct Fragment_Stage_Input
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|
{
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float2 fragment_input_1 : TEXCOORD; // TEXCOORD
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uint gl_Layer : SV_RenderTargetArrayIndex;
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};
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struct Fragment_Stage_Output
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{
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float4 fragment_output_0 : SV_Target0;
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};
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void frag_main()
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{
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precise float fragment_unnamed_48 = mad(fragment_input_1.x, 2.0f, -1.0f) * fragment_uniform_buffer_0[105u].x;
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precise float fragment_unnamed_49 = mad(fragment_input_1.y, 2.0f, -1.0f) * fragment_uniform_buffer_0[105u].y;
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precise float fragment_unnamed_53 = fragment_unnamed_48 * fragment_uniform_buffer_0[105u].w;
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precise float fragment_unnamed_54 = fragment_unnamed_49 * fragment_uniform_buffer_0[105u].w;
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precise float fragment_unnamed_58 = fragment_uniform_buffer_0[105u].z + 1.0f;
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precise float fragment_unnamed_60 = fragment_unnamed_58 * fragment_unnamed_58;
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float fragment_unnamed_61 = mad(fragment_unnamed_53, fragment_unnamed_53, fragment_unnamed_60);
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precise float fragment_unnamed_65 = fragment_unnamed_53 * fragment_uniform_buffer_0[105u].z;
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precise float fragment_unnamed_66 = (-0.0f) - fragment_unnamed_65;
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precise float fragment_unnamed_70 = fragment_unnamed_58 * sqrt(mad(fragment_unnamed_66, fragment_unnamed_65, fragment_unnamed_61));
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precise float fragment_unnamed_71 = (-0.0f) - fragment_unnamed_65;
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precise float fragment_unnamed_73 = mad(fragment_unnamed_71, fragment_unnamed_53, fragment_unnamed_70) / fragment_unnamed_61;
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precise float fragment_unnamed_77 = fragment_unnamed_73 + fragment_uniform_buffer_0[105u].z;
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precise float fragment_unnamed_78 = fragment_unnamed_77 / fragment_unnamed_58;
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precise float fragment_unnamed_79 = fragment_unnamed_78 * fragment_unnamed_53;
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precise float fragment_unnamed_80 = fragment_unnamed_78 * fragment_unnamed_54;
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precise float fragment_unnamed_81 = fragment_unnamed_79 / fragment_unnamed_73;
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precise float fragment_unnamed_82 = fragment_unnamed_80 / fragment_unnamed_73;
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precise float fragment_unnamed_87 = fragment_unnamed_81 / fragment_uniform_buffer_0[105u].x;
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precise float fragment_unnamed_88 = fragment_unnamed_82 / fragment_uniform_buffer_0[105u].y;
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|
precise float fragment_unnamed_96 = (-0.0f) - fragment_uniform_buffer_0[92u].z;
|
|
precise float fragment_unnamed_98 = (-0.0f) - fragment_uniform_buffer_0[92u].w;
|
|
precise float fragment_unnamed_108 = min(mad(fragment_unnamed_96, 0.5f, 1.0f), mad(fragment_unnamed_87, 0.5f, 0.5f)) * fragment_uniform_buffer_0[27u].x;
|
|
precise float fragment_unnamed_109 = min(mad(fragment_unnamed_98, 0.5f, 1.0f), mad(fragment_unnamed_88, 0.5f, 0.5f)) * fragment_uniform_buffer_0[27u].y;
|
|
float4 fragment_unnamed_118 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_108, fragment_unnamed_109, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x);
|
|
fragment_output_0.x = fragment_unnamed_118.x;
|
|
fragment_output_0.y = fragment_unnamed_118.y;
|
|
fragment_output_0.z = fragment_unnamed_118.z;
|
|
fragment_output_0.w = fragment_unnamed_118.w;
|
|
}
|
|
|
|
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
|
{
|
|
fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]);
|
|
|
|
fragment_uniform_buffer_0[92] = float4(_ScreenSize[0], _ScreenSize[1], _ScreenSize[2], _ScreenSize[3]);
|
|
|
|
fragment_uniform_buffer_0[105] = float4(_Params[0], _Params[1], _Params[2], _Params[3]);
|
|
|
|
gl_Layer = stage_input.gl_Layer;
|
|
fragment_input_1 = stage_input.fragment_input_1;
|
|
frag_main();
|
|
Fragment_Stage_Output stage_output;
|
|
stage_output.fragment_output_0 = fragment_output_0;
|
|
return stage_output;
|
|
}
|
|
|
|
#endif // STEREO_INSTANCING_ON
|
|
#endif // _GENERIC
|
|
#endif // !_UNIT_DISTANCE
|
|
|
|
|
|
#ifdef _UNIT_DISTANCE
|
|
#ifndef STEREO_INSTANCING_ON
|
|
#ifndef _GENERIC
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _RTHandleScale;
|
|
float4 _ScreenSize;
|
|
float4 _Params;
|
|
|
|
static float4 fragment_uniform_buffer_0[137];
|
|
Texture2D<float4> _BlitTexture;
|
|
SamplerState S0;
|
|
|
|
static float2 fragment_input_1;
|
|
static float4 fragment_output_0;
|
|
|
|
struct Fragment_Stage_Input
|
|
{
|
|
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
|
|
};
|
|
|
|
struct Fragment_Stage_Output
|
|
{
|
|
float4 fragment_output_0 : SV_Target0;
|
|
};
|
|
|
|
void frag_main()
|
|
{
|
|
precise float fragment_unnamed_46 = mad(fragment_input_1.x, 2.0f, -1.0f) * fragment_uniform_buffer_0[136u].x;
|
|
precise float fragment_unnamed_47 = mad(fragment_input_1.y, 2.0f, -1.0f) * fragment_uniform_buffer_0[136u].y;
|
|
precise float fragment_unnamed_51 = fragment_unnamed_46 * fragment_uniform_buffer_0[136u].w;
|
|
precise float fragment_unnamed_52 = fragment_unnamed_47 * fragment_uniform_buffer_0[136u].w;
|
|
precise float fragment_unnamed_53 = fragment_unnamed_51 * fragment_unnamed_51;
|
|
float fragment_unnamed_56 = sqrt(mad(fragment_unnamed_51, fragment_unnamed_51, 4.0f));
|
|
precise float fragment_unnamed_57 = fragment_unnamed_53 / fragment_unnamed_56;
|
|
precise float fragment_unnamed_58 = (-0.0f) - fragment_unnamed_57;
|
|
precise float fragment_unnamed_60 = fragment_unnamed_58 + fragment_unnamed_56;
|
|
precise float fragment_unnamed_61 = fragment_unnamed_60 / fragment_unnamed_56;
|
|
precise float fragment_unnamed_62 = fragment_unnamed_61 * fragment_unnamed_51;
|
|
precise float fragment_unnamed_63 = fragment_unnamed_61 * fragment_unnamed_52;
|
|
float fragment_unnamed_64 = mad(fragment_unnamed_61, 2.0f, -1.0f);
|
|
precise float fragment_unnamed_65 = fragment_unnamed_62 / fragment_unnamed_64;
|
|
precise float fragment_unnamed_66 = fragment_unnamed_63 / fragment_unnamed_64;
|
|
precise float fragment_unnamed_71 = fragment_unnamed_65 / fragment_uniform_buffer_0[136u].x;
|
|
precise float fragment_unnamed_72 = fragment_unnamed_66 / fragment_uniform_buffer_0[136u].y;
|
|
precise float fragment_unnamed_80 = (-0.0f) - fragment_uniform_buffer_0[123u].z;
|
|
precise float fragment_unnamed_82 = (-0.0f) - fragment_uniform_buffer_0[123u].w;
|
|
precise float fragment_unnamed_93 = min(mad(fragment_unnamed_80, 0.5f, 1.0f), mad(fragment_unnamed_71, 0.5f, 0.5f)) * fragment_uniform_buffer_0[28u].x;
|
|
precise float fragment_unnamed_94 = min(mad(fragment_unnamed_82, 0.5f, 1.0f), mad(fragment_unnamed_72, 0.5f, 0.5f)) * fragment_uniform_buffer_0[28u].y;
|
|
float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float2(fragment_unnamed_93, fragment_unnamed_94), fragment_uniform_buffer_0[4u].x);
|
|
fragment_output_0.x = fragment_unnamed_101.x;
|
|
fragment_output_0.y = fragment_unnamed_101.y;
|
|
fragment_output_0.z = fragment_unnamed_101.z;
|
|
fragment_output_0.w = fragment_unnamed_101.w;
|
|
}
|
|
|
|
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
|
{
|
|
fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]);
|
|
|
|
fragment_uniform_buffer_0[123] = float4(_ScreenSize[0], _ScreenSize[1], _ScreenSize[2], _ScreenSize[3]);
|
|
|
|
fragment_uniform_buffer_0[136] = float4(_Params[0], _Params[1], _Params[2], _Params[3]);
|
|
|
|
fragment_input_1 = stage_input.fragment_input_1;
|
|
frag_main();
|
|
Fragment_Stage_Output stage_output;
|
|
stage_output.fragment_output_0 = fragment_output_0;
|
|
return stage_output;
|
|
}
|
|
|
|
#endif // _UNIT_DISTANCE
|
|
#endif // !STEREO_INSTANCING_ON
|
|
#endif // !_GENERIC
|
|
|
|
|
|
#ifdef STEREO_INSTANCING_ON
|
|
#ifdef _UNIT_DISTANCE
|
|
#ifndef _GENERIC
|
|
#define ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
float4 _RTHandleScale;
|
|
float4 _ScreenSize;
|
|
float4 _Params;
|
|
|
|
static float4 fragment_uniform_buffer_0[106];
|
|
Texture2DArray<float4> _BlitTexture;
|
|
SamplerState S0;
|
|
|
|
static uint gl_Layer;
|
|
static float2 fragment_input_1;
|
|
static float4 fragment_output_0;
|
|
|
|
struct Fragment_Stage_Input
|
|
{
|
|
float2 fragment_input_1 : TEXCOORD; // TEXCOORD
|
|
uint gl_Layer : SV_RenderTargetArrayIndex;
|
|
};
|
|
|
|
struct Fragment_Stage_Output
|
|
{
|
|
float4 fragment_output_0 : SV_Target0;
|
|
};
|
|
|
|
void frag_main()
|
|
{
|
|
precise float fragment_unnamed_48 = mad(fragment_input_1.x, 2.0f, -1.0f) * fragment_uniform_buffer_0[105u].x;
|
|
precise float fragment_unnamed_49 = mad(fragment_input_1.y, 2.0f, -1.0f) * fragment_uniform_buffer_0[105u].y;
|
|
precise float fragment_unnamed_53 = fragment_unnamed_48 * fragment_uniform_buffer_0[105u].w;
|
|
precise float fragment_unnamed_54 = fragment_unnamed_49 * fragment_uniform_buffer_0[105u].w;
|
|
precise float fragment_unnamed_55 = fragment_unnamed_53 * fragment_unnamed_53;
|
|
float fragment_unnamed_58 = sqrt(mad(fragment_unnamed_53, fragment_unnamed_53, 4.0f));
|
|
precise float fragment_unnamed_59 = fragment_unnamed_55 / fragment_unnamed_58;
|
|
precise float fragment_unnamed_60 = (-0.0f) - fragment_unnamed_59;
|
|
precise float fragment_unnamed_62 = fragment_unnamed_60 + fragment_unnamed_58;
|
|
precise float fragment_unnamed_63 = fragment_unnamed_62 / fragment_unnamed_58;
|
|
precise float fragment_unnamed_64 = fragment_unnamed_63 * fragment_unnamed_53;
|
|
precise float fragment_unnamed_65 = fragment_unnamed_63 * fragment_unnamed_54;
|
|
float fragment_unnamed_66 = mad(fragment_unnamed_63, 2.0f, -1.0f);
|
|
precise float fragment_unnamed_67 = fragment_unnamed_64 / fragment_unnamed_66;
|
|
precise float fragment_unnamed_68 = fragment_unnamed_65 / fragment_unnamed_66;
|
|
precise float fragment_unnamed_73 = fragment_unnamed_67 / fragment_uniform_buffer_0[105u].x;
|
|
precise float fragment_unnamed_74 = fragment_unnamed_68 / fragment_uniform_buffer_0[105u].y;
|
|
precise float fragment_unnamed_82 = (-0.0f) - fragment_uniform_buffer_0[92u].z;
|
|
precise float fragment_unnamed_84 = (-0.0f) - fragment_uniform_buffer_0[92u].w;
|
|
precise float fragment_unnamed_95 = min(mad(fragment_unnamed_82, 0.5f, 1.0f), mad(fragment_unnamed_73, 0.5f, 0.5f)) * fragment_uniform_buffer_0[27u].x;
|
|
precise float fragment_unnamed_96 = min(mad(fragment_unnamed_84, 0.5f, 1.0f), mad(fragment_unnamed_74, 0.5f, 0.5f)) * fragment_uniform_buffer_0[27u].y;
|
|
float4 fragment_unnamed_105 = _BlitTexture.SampleBias(S0, float3(fragment_unnamed_95, fragment_unnamed_96, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x);
|
|
fragment_output_0.x = fragment_unnamed_105.x;
|
|
fragment_output_0.y = fragment_unnamed_105.y;
|
|
fragment_output_0.z = fragment_unnamed_105.z;
|
|
fragment_output_0.w = fragment_unnamed_105.w;
|
|
}
|
|
|
|
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
|
{
|
|
fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]);
|
|
|
|
fragment_uniform_buffer_0[92] = float4(_ScreenSize[0], _ScreenSize[1], _ScreenSize[2], _ScreenSize[3]);
|
|
|
|
fragment_uniform_buffer_0[105] = float4(_Params[0], _Params[1], _Params[2], _Params[3]);
|
|
|
|
gl_Layer = stage_input.gl_Layer;
|
|
fragment_input_1 = stage_input.fragment_input_1;
|
|
frag_main();
|
|
Fragment_Stage_Output stage_output;
|
|
stage_output.fragment_output_0 = fragment_output_0;
|
|
return stage_output;
|
|
}
|
|
|
|
#endif // STEREO_INSTANCING_ON
|
|
#endif // _UNIT_DISTANCE
|
|
#endif // !_GENERIC
|
|
|
|
|
|
// Fallback Shader Code
|
|
#ifndef ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
// https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
|
|
float4x4 unity_MatrixMVP;
|
|
|
|
struct Vertex_Stage_Input
|
|
{
|
|
float3 pos : POSITION;
|
|
};
|
|
|
|
struct Vertex_Stage_Output
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
|
{
|
|
Vertex_Stage_Output output;
|
|
output.pos = mul(unity_MatrixMVP, float4(input.pos, 1.0));
|
|
return output;
|
|
}
|
|
|
|
float4 frag(Vertex_Stage_Output input) : SV_TARGET
|
|
{
|
|
// Output solid grey color (e.g., 50% grey)
|
|
return float4(0.5, 0.5, 0.5, 1.0); // RGBA
|
|
}
|
|
|
|
#endif // !ANY_SHADER_VARIANT_ACTIVE
|
|
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
}
|