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

721 lines
30 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/Debug/DebugReplacement"
{
Properties
{
}
SubShader
{
Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
Pass
{
Name "Vertex Attributes"
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "UniversalForward" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
GpuProgramID 3643
HLSLPROGRAM
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#pragma multi_compile _ STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_MatrixVP;
float4x4 unity_ObjectToWorld;
static float4 vertex_uniform_buffer_0[83];
static float4 vertex_uniform_buffer_1[4];
static float4 gl_Position;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float4 vertex_input_2;
static float4 vertex_input_3;
static float4 vertex_input_4;
static float4 vertex_input_5;
static float4 vertex_input_6;
static float4 vertex_input_7;
static float4 vertex_input_8;
static float4 vertex_input_9;
static float4 vertex_input_10;
static float4 vertex_input_11;
static float4 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
static float4 vertex_output_5;
static float4 vertex_output_6;
static float4 vertex_output_7;
static float4 vertex_output_8;
static float4 vertex_output_9;
static float4 vertex_output_10;
static float4 vertex_output_11;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : NORMAL; // TEXCOORD
float4 vertex_input_2 : TANGENT; // TEXCOORD_1
float4 vertex_input_3 : COLOR; // TEXCOORD_2
float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3
float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4
float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5
float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6
float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7
float4 vertex_input_9 : TEXCOORD5; // COLOR
float4 vertex_input_10 : TEXCOORD6; // NORMAL
float4 vertex_input_11 : TEXCOORD7; // TANGENT
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4
float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5
float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6
float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7
float4 vertex_output_9 : COLOR; // COLOR
float4 vertex_output_10 : NORMAL; // NORMAL
float4 vertex_output_11 : TANGENT; // TANGENT
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_56 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x;
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y;
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_1[1u].w;
precise float vertex_unnamed_93 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_56)) + vertex_uniform_buffer_1[3u].x;
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_1[3u].y;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_1[3u].z;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_1[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].w, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_1[3u].w;
precise float vertex_unnamed_104 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].x;
precise float vertex_unnamed_105 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].y;
precise float vertex_unnamed_106 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].z;
precise float vertex_unnamed_107 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].w;
gl_Position.x = mad(vertex_uniform_buffer_0[82u].x, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_93, vertex_unnamed_104)));
gl_Position.y = mad(vertex_uniform_buffer_0[82u].y, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_93, vertex_unnamed_105)));
gl_Position.z = mad(vertex_uniform_buffer_0[82u].z, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_93, vertex_unnamed_106)));
gl_Position.w = mad(vertex_uniform_buffer_0[82u].w, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_93, vertex_unnamed_107)));
vertex_output_1.x = vertex_input_1.x;
vertex_output_1.y = vertex_input_1.y;
vertex_output_1.z = vertex_input_1.z;
vertex_output_1.w = vertex_input_1.w;
vertex_output_2.x = vertex_input_2.x;
vertex_output_2.y = vertex_input_2.y;
vertex_output_2.z = vertex_input_2.z;
vertex_output_2.w = vertex_input_2.w;
vertex_output_3.x = vertex_input_3.x;
vertex_output_3.y = vertex_input_3.y;
vertex_output_3.z = vertex_input_3.z;
vertex_output_3.w = vertex_input_3.w;
vertex_output_4.x = vertex_input_4.x;
vertex_output_4.y = vertex_input_4.y;
vertex_output_4.z = vertex_input_4.z;
vertex_output_4.w = vertex_input_4.w;
vertex_output_5.x = vertex_input_5.x;
vertex_output_5.y = vertex_input_5.y;
vertex_output_5.z = vertex_input_5.z;
vertex_output_5.w = vertex_input_5.w;
vertex_output_6.x = vertex_input_6.x;
vertex_output_6.y = vertex_input_6.y;
vertex_output_6.z = vertex_input_6.z;
vertex_output_6.w = vertex_input_6.w;
vertex_output_7.x = vertex_input_7.x;
vertex_output_7.y = vertex_input_7.y;
vertex_output_7.z = vertex_input_7.z;
vertex_output_7.w = vertex_input_7.w;
vertex_output_8.x = vertex_input_8.x;
vertex_output_8.y = vertex_input_8.y;
vertex_output_8.z = vertex_input_8.z;
vertex_output_8.w = vertex_input_8.w;
vertex_output_9.x = vertex_input_9.x;
vertex_output_9.y = vertex_input_9.y;
vertex_output_9.z = vertex_input_9.z;
vertex_output_9.w = vertex_input_9.w;
vertex_output_10.x = vertex_input_10.x;
vertex_output_10.y = vertex_input_10.y;
vertex_output_10.z = vertex_input_10.z;
vertex_output_10.w = vertex_input_10.w;
vertex_output_11.x = vertex_input_11.x;
vertex_output_11.y = vertex_input_11.y;
vertex_output_11.z = vertex_input_11.z;
vertex_output_11.w = vertex_input_11.w;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[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;
vertex_input_3 = stage_input.vertex_input_3;
vertex_input_4 = stage_input.vertex_input_4;
vertex_input_5 = stage_input.vertex_input_5;
vertex_input_6 = stage_input.vertex_input_6;
vertex_input_7 = stage_input.vertex_input_7;
vertex_input_8 = stage_input.vertex_input_8;
vertex_input_9 = stage_input.vertex_input_9;
vertex_input_10 = stage_input.vertex_input_10;
vertex_input_11 = stage_input.vertex_input_11;
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;
stage_output.vertex_output_5 = vertex_output_5;
stage_output.vertex_output_6 = vertex_output_6;
stage_output.vertex_output_7 = vertex_output_7;
stage_output.vertex_output_8 = vertex_output_8;
stage_output.vertex_output_9 = vertex_output_9;
stage_output.vertex_output_10 = vertex_output_10;
stage_output.vertex_output_11 = vertex_output_11;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_ObjectToWorld;
float4x4 unity_StereoMatrixVP[2];
static float4 vertex_uniform_buffer_0[4];
static float4 vertex_uniform_buffer_1[40];
static float4 gl_Position;
static int gl_InstanceIndex;
static int gl_BaseInstanceARB;
static float4 vertex_input_0;
static float4 vertex_input_1;
static float4 vertex_input_2;
static float4 vertex_input_3;
static float4 vertex_input_4;
static float4 vertex_input_5;
static float4 vertex_input_6;
static float4 vertex_input_7;
static float4 vertex_input_8;
static float4 vertex_input_9;
static float4 vertex_input_10;
static float4 vertex_input_11;
static float4 vertex_output_1;
static float4 vertex_output_2;
static float4 vertex_output_3;
static float4 vertex_output_4;
static float4 vertex_output_5;
static float4 vertex_output_6;
static float4 vertex_output_7;
static float4 vertex_output_8;
static float4 vertex_output_9;
static float4 vertex_output_10;
static float4 vertex_output_11;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
float4 vertex_input_1 : NORMAL; // TEXCOORD
float4 vertex_input_2 : TANGENT; // TEXCOORD_1
float4 vertex_input_3 : COLOR; // TEXCOORD_2
float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3
float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4
float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5
float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6
float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7
float4 vertex_input_9 : TEXCOORD5; // COLOR
float4 vertex_input_10 : TEXCOORD6; // NORMAL
float4 vertex_input_11 : TEXCOORD7; // TANGENT
uint gl_InstanceIndex : SV_InstanceID;
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
};
struct Vertex_Stage_Output
{
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4
float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5
float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6
float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7
float4 vertex_output_9 : COLOR; // COLOR
float4 vertex_output_10 : NORMAL; // NORMAL
float4 vertex_output_11 : TANGENT; // TANGENT
float4 gl_Position : SV_Position;
};
void vert_main()
{
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x;
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y;
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z;
precise float vertex_unnamed_61 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w;
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_0[3u].x;
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_0[3u].y;
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_0[3u].z;
precise float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_61)) + vertex_uniform_buffer_0[3u].w;
uint vertex_unnamed_104 = ((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) << 2u) & 4u;
uint vertex_unnamed_105 = vertex_unnamed_104 + 33u;
precise float vertex_unnamed_113 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].x;
precise float vertex_unnamed_114 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].y;
precise float vertex_unnamed_115 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].z;
precise float vertex_unnamed_116 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].w;
uint vertex_unnamed_117 = vertex_unnamed_104 + 32u;
uint vertex_unnamed_129 = vertex_unnamed_104 + 34u;
uint vertex_unnamed_141 = vertex_unnamed_104 + 35u;
gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_141].x, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].x, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].x, vertex_unnamed_95, vertex_unnamed_113)));
gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_141].y, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].y, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].y, vertex_unnamed_95, vertex_unnamed_114)));
gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_141].z, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].z, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].z, vertex_unnamed_95, vertex_unnamed_115)));
gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_141].w, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].w, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].w, vertex_unnamed_95, vertex_unnamed_116)));
vertex_output_1.x = vertex_input_1.x;
vertex_output_1.y = vertex_input_1.y;
vertex_output_1.z = vertex_input_1.z;
vertex_output_1.w = vertex_input_1.w;
vertex_output_2.x = vertex_input_2.x;
vertex_output_2.y = vertex_input_2.y;
vertex_output_2.z = vertex_input_2.z;
vertex_output_2.w = vertex_input_2.w;
vertex_output_3.x = vertex_input_3.x;
vertex_output_3.y = vertex_input_3.y;
vertex_output_3.z = vertex_input_3.z;
vertex_output_3.w = vertex_input_3.w;
vertex_output_4.x = vertex_input_4.x;
vertex_output_4.y = vertex_input_4.y;
vertex_output_4.z = vertex_input_4.z;
vertex_output_4.w = vertex_input_4.w;
vertex_output_5.x = vertex_input_5.x;
vertex_output_5.y = vertex_input_5.y;
vertex_output_5.z = vertex_input_5.z;
vertex_output_5.w = vertex_input_5.w;
vertex_output_6.x = vertex_input_6.x;
vertex_output_6.y = vertex_input_6.y;
vertex_output_6.z = vertex_input_6.z;
vertex_output_6.w = vertex_input_6.w;
vertex_output_7.x = vertex_input_7.x;
vertex_output_7.y = vertex_input_7.y;
vertex_output_7.z = vertex_input_7.z;
vertex_output_7.w = vertex_input_7.w;
vertex_output_8.x = vertex_input_8.x;
vertex_output_8.y = vertex_input_8.y;
vertex_output_8.z = vertex_input_8.z;
vertex_output_8.w = vertex_input_8.w;
vertex_output_9.x = vertex_input_9.x;
vertex_output_9.y = vertex_input_9.y;
vertex_output_9.z = vertex_input_9.z;
vertex_output_9.w = vertex_input_9.w;
vertex_output_10.x = vertex_input_10.x;
vertex_output_10.y = vertex_input_10.y;
vertex_output_10.z = vertex_input_10.z;
vertex_output_10.w = vertex_input_10.w;
vertex_output_11.x = vertex_input_11.x;
vertex_output_11.y = vertex_input_11.y;
vertex_output_11.z = vertex_input_11.z;
vertex_output_11.w = vertex_input_11.w;
}
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
{
vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
vertex_uniform_buffer_1[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
vertex_uniform_buffer_1[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
vertex_uniform_buffer_1[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
vertex_uniform_buffer_1[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
vertex_uniform_buffer_1[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
vertex_uniform_buffer_1[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
vertex_uniform_buffer_1[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
vertex_uniform_buffer_1[39] = 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;
vertex_input_3 = stage_input.vertex_input_3;
vertex_input_4 = stage_input.vertex_input_4;
vertex_input_5 = stage_input.vertex_input_5;
vertex_input_6 = stage_input.vertex_input_6;
vertex_input_7 = stage_input.vertex_input_7;
vertex_input_8 = stage_input.vertex_input_8;
vertex_input_9 = stage_input.vertex_input_9;
vertex_input_10 = stage_input.vertex_input_10;
vertex_input_11 = stage_input.vertex_input_11;
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;
stage_output.vertex_output_5 = vertex_output_5;
stage_output.vertex_output_6 = vertex_output_6;
stage_output.vertex_output_7 = vertex_output_7;
stage_output.vertex_output_8 = vertex_output_8;
stage_output.vertex_output_9 = vertex_output_9;
stage_output.vertex_output_10 = vertex_output_10;
stage_output.vertex_output_11 = vertex_output_11;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
int _DebugVertexAttributeMode;
static float4 fragment_uniform_buffer_0[131];
static float4 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_input_5;
static float4 fragment_input_6;
static float4 fragment_input_7;
static float4 fragment_input_8;
static float4 fragment_input_9;
static float4 fragment_input_10;
static float4 fragment_input_11;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4
float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5
float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6
float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7
float4 fragment_input_9 : COLOR; // COLOR
float4 fragment_input_10 : NORMAL; // NORMAL
float4 fragment_input_11 : TANGENT; // TANGENT
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
switch (asuint(fragment_uniform_buffer_0[130u]).y)
{
case 1u:
{
fragment_output_0.x = fragment_input_1.x;
fragment_output_0.y = fragment_input_1.y;
fragment_output_0.z = fragment_input_1.z;
fragment_output_0.w = fragment_input_1.w;
return;
}
case 2u:
{
fragment_output_0.x = fragment_input_2.x;
fragment_output_0.y = fragment_input_2.y;
fragment_output_0.z = fragment_input_2.z;
fragment_output_0.w = fragment_input_2.w;
return;
}
case 3u:
{
fragment_output_0.x = fragment_input_3.x;
fragment_output_0.y = fragment_input_3.y;
fragment_output_0.z = fragment_input_3.z;
fragment_output_0.w = fragment_input_3.w;
return;
}
case 4u:
{
fragment_output_0.x = fragment_input_4.x;
fragment_output_0.y = fragment_input_4.y;
fragment_output_0.z = fragment_input_4.z;
fragment_output_0.w = fragment_input_4.w;
return;
}
case 5u:
{
fragment_output_0.x = fragment_input_5.x;
fragment_output_0.y = fragment_input_5.y;
fragment_output_0.z = fragment_input_5.z;
fragment_output_0.w = fragment_input_5.w;
return;
}
case 6u:
{
fragment_output_0.x = fragment_input_6.x;
fragment_output_0.y = fragment_input_6.y;
fragment_output_0.z = fragment_input_6.z;
fragment_output_0.w = fragment_input_6.w;
return;
}
case 7u:
{
fragment_output_0.x = fragment_input_7.x;
fragment_output_0.y = fragment_input_7.y;
fragment_output_0.z = fragment_input_7.z;
fragment_output_0.w = fragment_input_7.w;
return;
}
case 8u:
{
fragment_output_0.x = fragment_input_8.x;
fragment_output_0.y = fragment_input_8.y;
fragment_output_0.z = fragment_input_8.z;
fragment_output_0.w = fragment_input_8.w;
return;
}
case 9u:
{
fragment_output_0.x = fragment_input_9.x;
fragment_output_0.y = fragment_input_9.y;
fragment_output_0.z = fragment_input_9.z;
fragment_output_0.w = fragment_input_9.w;
return;
}
case 10u:
{
fragment_output_0.x = fragment_input_11.x;
fragment_output_0.y = fragment_input_11.y;
fragment_output_0.z = fragment_input_11.z;
fragment_output_0.w = fragment_input_11.w;
return;
}
case 11u:
{
fragment_output_0.x = fragment_input_10.x;
fragment_output_0.y = fragment_input_10.y;
fragment_output_0.z = fragment_input_10.z;
fragment_output_0.w = fragment_input_10.w;
return;
}
default:
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 1.0f;
return;
}
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[130] = float4(fragment_uniform_buffer_0[130][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[130][2], fragment_uniform_buffer_0[130][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;
fragment_input_5 = stage_input.fragment_input_5;
fragment_input_6 = stage_input.fragment_input_6;
fragment_input_7 = stage_input.fragment_input_7;
fragment_input_8 = stage_input.fragment_input_8;
fragment_input_9 = stage_input.fragment_input_9;
fragment_input_10 = stage_input.fragment_input_10;
fragment_input_11 = stage_input.fragment_input_11;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
int _DebugVertexAttributeMode;
static float4 fragment_uniform_buffer_0[100];
static float4 fragment_input_1;
static float4 fragment_input_2;
static float4 fragment_input_3;
static float4 fragment_input_4;
static float4 fragment_input_5;
static float4 fragment_input_6;
static float4 fragment_input_7;
static float4 fragment_input_8;
static float4 fragment_input_9;
static float4 fragment_input_10;
static float4 fragment_input_11;
static float4 fragment_output_0;
struct Fragment_Stage_Input
{
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4
float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5
float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6
float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7
float4 fragment_input_9 : COLOR; // COLOR
float4 fragment_input_10 : NORMAL; // NORMAL
float4 fragment_input_11 : TANGENT; // TANGENT
};
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
switch (asuint(fragment_uniform_buffer_0[99u]).y)
{
case 1u:
{
fragment_output_0.x = fragment_input_1.x;
fragment_output_0.y = fragment_input_1.y;
fragment_output_0.z = fragment_input_1.z;
fragment_output_0.w = fragment_input_1.w;
return;
}
case 2u:
{
fragment_output_0.x = fragment_input_2.x;
fragment_output_0.y = fragment_input_2.y;
fragment_output_0.z = fragment_input_2.z;
fragment_output_0.w = fragment_input_2.w;
return;
}
case 3u:
{
fragment_output_0.x = fragment_input_3.x;
fragment_output_0.y = fragment_input_3.y;
fragment_output_0.z = fragment_input_3.z;
fragment_output_0.w = fragment_input_3.w;
return;
}
case 4u:
{
fragment_output_0.x = fragment_input_4.x;
fragment_output_0.y = fragment_input_4.y;
fragment_output_0.z = fragment_input_4.z;
fragment_output_0.w = fragment_input_4.w;
return;
}
case 5u:
{
fragment_output_0.x = fragment_input_5.x;
fragment_output_0.y = fragment_input_5.y;
fragment_output_0.z = fragment_input_5.z;
fragment_output_0.w = fragment_input_5.w;
return;
}
case 6u:
{
fragment_output_0.x = fragment_input_6.x;
fragment_output_0.y = fragment_input_6.y;
fragment_output_0.z = fragment_input_6.z;
fragment_output_0.w = fragment_input_6.w;
return;
}
case 7u:
{
fragment_output_0.x = fragment_input_7.x;
fragment_output_0.y = fragment_input_7.y;
fragment_output_0.z = fragment_input_7.z;
fragment_output_0.w = fragment_input_7.w;
return;
}
case 8u:
{
fragment_output_0.x = fragment_input_8.x;
fragment_output_0.y = fragment_input_8.y;
fragment_output_0.z = fragment_input_8.z;
fragment_output_0.w = fragment_input_8.w;
return;
}
case 9u:
{
fragment_output_0.x = fragment_input_9.x;
fragment_output_0.y = fragment_input_9.y;
fragment_output_0.z = fragment_input_9.z;
fragment_output_0.w = fragment_input_9.w;
return;
}
case 10u:
{
fragment_output_0.x = fragment_input_11.x;
fragment_output_0.y = fragment_input_11.y;
fragment_output_0.z = fragment_input_11.z;
fragment_output_0.w = fragment_input_11.w;
return;
}
case 11u:
{
fragment_output_0.x = fragment_input_10.x;
fragment_output_0.y = fragment_input_10.y;
fragment_output_0.z = fragment_input_10.z;
fragment_output_0.w = fragment_input_10.w;
return;
}
default:
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 1.0f;
return;
}
}
}
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
{
fragment_uniform_buffer_0[99] = float4(fragment_uniform_buffer_0[99][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[99][2], fragment_uniform_buffer_0[99][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;
fragment_input_5 = stage_input.fragment_input_5;
fragment_input_6 = stage_input.fragment_input_6;
fragment_input_7 = stage_input.fragment_input_7;
fragment_input_8 = stage_input.fragment_input_8;
fragment_input_9 = stage_input.fragment_input_9;
fragment_input_10 = stage_input.fragment_input_10;
fragment_input_11 = stage_input.fragment_input_11;
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
ENDHLSL
}
}
}