0šu  _OUTPUT_DEPTHS#ifdef VERTEX #version 300 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; out highp vec2 vs_TEXCOORD0; vec2 u_xlat0; uvec3 u_xlatu0; int int_bitfieldInsert(int base, int insert, int offset, int bits) { uint mask = uint(~(int(~0) << uint(bits)) << uint(offset)); return int((uint(base) & ~mask) | ((uint(insert) << uint(offset)) & mask)); } void main() { u_xlatu0.x = uint(int(int_bitfieldInsert(0, gl_VertexID, 1 & int(0x1F), 1))); u_xlatu0.z = uint(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 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 vec2 _GlobalMipBias; UNITY_LOCATION(0) uniform highp sampler2D _CameraDepthAttachment; in highp vec2 vs_TEXCOORD0; float u_xlat0; void main() { u_xlat0 = texture(_CameraDepthAttachment, vs_TEXCOORD0.xy, _GlobalMipBias.x).x; gl_FragDepth = u_xlat0; return; } #endif $Globals_GlobalMipBias_CameraDepthAttachment$Globals