Ü:=(-u_xlat0.z)); #else u_xlatb0 = u_xlat0.z>=(-u_xlat0.z); #endif u_xlat0.xz = (bool(u_xlatb0)) ? vec2(32.0, 0.03125) : vec2(-32.0, -0.03125); u_xlat7 = u_xlat0.z * u_xlat0.y; u_xlat7 = fract(u_xlat7); u_xlat0.x = u_xlat7 * u_xlat0.x; u_xlat7 = in_TEXCOORD2.z * 255.0 + (-u_xlat0.x); u_xlat14 = in_TEXCOORD3.y * 2040.0; u_xlat15.x = in_TEXCOORD3.x * 8160.0 + u_xlat0.x; u_xlat15.y = u_xlat7 * 0.03125 + u_xlat14; u_xlat0.xy = u_xlat15.xy + vec2(0.5, 0.5); u_xlat0.zw = u_xlat0.xy * _ShaderInfoTex_TexelSize.xy; vs_COLOR0 = in_COLOR0; vs_TEXCOORD0.zw = u_xlat1.xy; u_xlat5.z = u_xlat11.x; vs_TEXCOORD1 = u_xlat5; u_xlat0.x = in_TEXCOORD2.y * 255.0; u_xlat0.y = 0.0; vs_TEXCOORD3 = u_xlat0; vs_TEXCOORD2.xyz = u_xlat3.xyz; gl_Position = u_xlat2; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 _MainTex_TexelSize; uniform vec4 _CustomTex_TexelSize; uniform vec4 _GradientSettingsTex_TexelSize; uniform vec4 _ScreenClipRect; uniform vec4 _ClipRects[20]; UNITY_LOCATION(0) uniform mediump sampler2D _ShaderInfoTex; UNITY_LOCATION(1) uniform mediump sampler2D _MainTex; UNITY_LOCATION(2) uniform mediump sampler2D _FontTex; UNITY_LOCATION(3) uniform mediump sampler2D _CustomTex; UNITY_LOCATION(4) uniform mediump sampler2D _GradientSettingsTex; in mediump vec4 vs_COLOR0; in highp vec4 vs_TEXCOORD0; in mediump vec4 vs_TEXCOORD1; in mediump vec3 vs_TEXCOORD2; in mediump vec4 vs_TEXCOORD3; in highp vec2 vs_TEXCOORD4; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; uint u_xlatu0; bvec4 u_xlatb0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec4 u_xlat3; vec4 u_xlat4; bvec2 u_xlatb4; vec3 u_xlat5; bool u_xlatb5; mediump vec2 u_xlat16_6; vec2 u_xlat7; bvec2 u_xlatb7; vec2 u_xlat12; vec2 u_xlat14; bvec2 u_xlatb14; vec2 u_xlat16; vec2 u_xlat17; bool u_xlatb17; float u_xlat18; bool u_xlatb19; float u_xlat21; int u_xlati21; bool u_xlatb21; float u_xlat24; bool u_xlatb24; float u_xlat25; bool u_xlatb25; void main() { u_xlatu0 = uint(vs_TEXCOORD3.x); u_xlatb0.yz = greaterThanEqual(vs_TEXCOORD0.zzwz, _ClipRects[int(u_xlatu0)].xxyx).yz; u_xlatb0.xw = greaterThanEqual(_ClipRects[int(u_xlatu0)].zzzw, vs_TEXCOORD0.zzzw).xw; u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0; u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0; u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0; u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0; ; u_xlat0.xy = u_xlat0.xw + u_xlat0.yz; u_xlatb14.xy = greaterThanEqual(vs_TEXCOORD4.xyxy, _ScreenClipRect.xyxy).xy; u_xlat14.x = u_xlatb14.x ? float(1.0) : 0.0; u_xlat14.y = u_xlatb14.y ? float(1.0) : 0.0; ; u_xlat0.xy = u_xlat14.xy + u_xlat0.xy; u_xlatb14.xy = greaterThanEqual(_ScreenClipRect.zwzw, vs_TEXCOORD4.xyxy).xy; u_xlat14.x = u_xlatb14.x ? float(1.0) : 0.0; u_xlat14.y = u_xlatb14.y ? float(1.0) : 0.0; ; u_xlat0.xy = u_xlat14.xy + u_xlat0.xy; u_xlat0.z = 1.0; u_xlat0.x = dot(u_xlat0.xyz, vec3(1.0, 1.0, -7.94999981)); #ifdef UNITY_ADRENO_ES3 u_xlatb0.x = !!(u_xlat0.x<0.0); #else u_xlatb0.x = u_xlat0.x<0.0; #endif if(u_xlatb0.x){discard;} u_xlat0.x = texture(_ShaderInfoTex, vs_TEXCOORD3.zw).w; u_xlat0.x = u_xlat0.x * vs_COLOR0.w; u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat1 = u_xlat1 * vs_TEXCOORD1.yyyy + vs_TEXCOORD1.wwww; u_xlat7.x = texture(_FontTex, vs_TEXCOORD0.xy).w; u_xlat14.x = dFdx(u_xlat7.x); u_xlat21 = dFdy(u_xlat7.x); u_xlat14.x = abs(u_xlat21) + abs(u_xlat14.x); u_xlat21 = (-u_xlat14.x) + 0.5; u_xlat7.y = u_xlat14.x + 0.5; u_xlat7.xy = (-vec2(u_xlat21)) + u_xlat7.xy; u_xlat14.x = float(1.0) / u_xlat7.y; u_xlat7.x = u_xlat14.x * u_xlat7.x; #ifdef UNITY_ADRENO_ES3 u_xlat7.x = min(max(u_xlat7.x, 0.0), 1.0); #else u_xlat7.x = clamp(u_xlat7.x, 0.0, 1.0); #endif u_xlat14.x = u_xlat7.x * -2.0 + 3.0; u_xlat7.x = u_xlat7.x * u_xlat7.x; u_xlat7.x = u_xlat7.x * u_xlat14.x; u_xlat16_2.xyz = vs_TEXCOORD1.xxx; u_xlat16_2.w = u_xlat7.x * vs_TEXCOORD1.x; u_xlat16_1 = u_xlat1 + u_xlat16_2; u_xlat2 = texture(_CustomTex, vs_TEXCOORD0.xy); u_xlat1 = u_xlat2 * vs_TEXCOORD1.zzzz + u_xlat16_1; u_xlatb7.xy = equal(vs_TEXCOORD2.xyxx, vec4(1.0, 1.0, 0.0, 0.0)).xy; u_xlatb7.x = u_xlatb7.y || u_xlatb7.x; if(u_xlatb7.x){ u_xlat7.xy = (u_xlatb7.y) ? _CustomTex_TexelSize.xy : _MainTex_TexelSize.xy; u_xlat2.y = vs_TEXCOORD2.z + 0.5; u_xlat2.x = float(0.5); u_xlat16.y = float(0.0); u_xlat3.xy = u_xlat2.xy * _GradientSettingsTex_TexelSize.xy; u_xlat4 = texture(_GradientSettingsTex, u_xlat3.xy); #ifdef UNITY_ADRENO_ES3 u_xlatb21 = !!(0.0=abs(u_xlat17.x)); #else u_xlatb25 = 9.99999975e-05>=abs(u_xlat17.x); #endif #ifdef UNITY_ADRENO_ES3 u_xlatb5 = !!(9.99999975e-05=(-u_xlat5.y)); #else u_xlatb17 = u_xlat5.y>=(-u_xlat5.y); #endif u_xlat24 = fract(abs(u_xlat5.y)); u_xlat17.x = (u_xlatb17) ? u_xlat24 : (-u_xlat24); u_xlat17.x = (u_xlati21 != 0) ? u_xlat5.y : u_xlat17.x; u_xlatb4.xy = equal(ivec4(u_xlati21), ivec4(1, 2, 0, 0)).xy; u_xlat21 = u_xlat17.x; #ifdef UNITY_ADRENO_ES3 u_xlat21 = min(max(u_xlat21, 0.0), 1.0); #else u_xlat21 = clamp(u_xlat21, 0.0, 1.0); #endif u_xlat21 = (u_xlatb4.x) ? u_xlat21 : u_xlat17.x; u_xlat17.x = u_xlat21 * 0.5; #ifdef UNITY_ADRENO_ES3 u_xlatb24 = !!(u_xlat17.x>=(-u_xlat17.x)); #else u_xlatb24 = u_xlat17.x>=(-u_xlat17.x); #endif u_xlat17.x = fract(abs(u_xlat17.x)); u_xlat17.x = (u_xlatb24) ? u_xlat17.x : (-u_xlat17.x); u_xlat24 = u_xlat17.x + u_xlat17.x; #ifdef UNITY_ADRENO_ES3 u_xlatb17 = !!(0.5=(-u_xlat24)); #else u_xlatb4.x = u_xlat24>=(-u_xlat24); #endif u_xlat18 = fract(abs(u_xlat24)); u_xlat4.x = (u_xlatb4.x) ? u_xlat18 : (-u_xlat18); u_xlat4.x = (-u_xlat4.x) + 1.0; u_xlat17.x = (u_xlatb17) ? u_xlat4.x : u_xlat24; u_xlat5.x = (u_xlatb4.y) ? u_xlat17.x : u_xlat21; u_xlat16.x = _GradientSettingsTex_TexelSize.x; u_xlat17.xy = u_xlat2.xy * _GradientSettingsTex_TexelSize.xy + u_xlat16.xy; u_xlat4 = texture(_GradientSettingsTex, u_xlat17.xy); u_xlat17.xy = u_xlat4.yw * vec2(255.0, 255.0); u_xlat16_6.xy = u_xlat4.xz * vec2(65025.0, 65025.0) + u_xlat17.xy; u_xlat17.xy = u_xlat16_6.xy + vec2(0.5, 0.5); u_xlat3.xy = u_xlat16.xy * vec2(2.0, 2.0) + u_xlat3.xy; u_xlat2 = texture(_GradientSettingsTex, u_xlat3.xy); u_xlat3.xy = u_xlat2.yw * vec2(255.0, 255.0); u_xlat16_6.xy = u_xlat2.xz * vec2(65025.0, 65025.0) + u_xlat3.xy; u_xlat3.xy = u_xlat7.xy * u_xlat17.xy; u_xlat7.xy = u_xlat7.xy * u_xlat16_6.xy; u_xlat7.xy = u_xlat5.xz * u_xlat7.xy + u_xlat3.xy; u_xlat2 = texture(_MainTex, u_xlat7.xy); u_xlat2 = u_xlat2 * vs_TEXCOORD2.xxxx + u_xlat1; u_xlat3 = texture(_CustomTex, u_xlat7.xy); u_xlat2 = u_xlat3 * vs_TEXCOORD2.yyyy + u_xlat2; u_xlat16_2 = u_xlat2; } else { u_xlat16_2 = u_xlat1; } SV_Target0.xyz = u_xlat16_2.xyz * vs_COLOR0.xyz; SV_Target0.w = u_xlat0.x * u_xlat16_2.w; return; } #endif Ù$Globals€_MainTex_TexelSize_CustomTex_TexelSize_GradientSettingsTex_TexelSize _ScreenClipRect0 _ClipRects@$Globals€ _MainTex_ST€_MainTex_TexelSize�_ShaderInfoTex_TexelSize _1PixelClipInvView° _Transforms<Àunity_ObjectToWorldunity_MatrixVP@_ShaderInfoTex_MainTex_FontTex _CustomTex_GradientSettingsTex