´ ºu › #ifdef VERTEX #version 310 es #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 _BlitScaleBias; layout(location = 0) out highp vec2 vs_TEXCOORD0; vec2 u_xlat0; uvec3 u_xlatu0; void main() { u_xlatu0.x = uint(int(bitfieldInsert(0, gl_VertexID, 1 & int(0x1F), 1))); u_xlatu0.z = uint(gl_VertexID) & 2u; u_xlat0.xy = vec2(u_xlatu0.xz); gl_Position.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0); vs_TEXCOORD0.xy = u_xlat0.xy * _BlitScaleBias.xy + _BlitScaleBias.zw; gl_Position.zw = vec2(-1.0, 1.0); return; } #endif #ifdef FRAGMENT #version 310 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 vec2 _GlobalMipBias; uniform mediump vec4 _SourceSize; uniform mediump vec4 _DownSampleScaleFactor; UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture; layout(location = 0) in highp vec2 vs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump vec4 u_xlat16_0; vec4 u_xlat1; mediump vec4 u_xlat16_1; mediump vec4 u_xlat16_2; void main() { u_xlat16_0 = _SourceSize.zwzw * _DownSampleScaleFactor.zwzw; u_xlat1 = (-u_xlat16_0.zwxw) * vec4(0.5, 0.5, -0.5, 0.5) + vs_TEXCOORD0.xyxy; u_xlat0 = u_xlat16_0 * vec4(-0.5, 0.5, 0.5, 0.5) + vs_TEXCOORD0.xyxy; u_xlat16_2 = texture(_BlitTexture, u_xlat1.xy, _GlobalMipBias.x); u_xlat16_1 = texture(_BlitTexture, u_xlat1.zw, _GlobalMipBias.x); u_xlat1 = u_xlat16_1 + u_xlat16_2; u_xlat16_2 = texture(_BlitTexture, u_xlat0.xy, _GlobalMipBias.x); u_xlat16_0 = texture(_BlitTexture, u_xlat0.zw, _GlobalMipBias.x); u_xlat1 = u_xlat1 + u_xlat16_2; u_xlat0 = u_xlat16_0 + u_xlat1; SV_Target0 = u_xlat0 * vec4(0.25, 0.25, 0.25, 0.25); return; } #endif $Globals0_GlobalMipBias _SourceSize_DownSampleScaleFactor  _BlitTexture$Globals