¤ ºu DISABLE_TEXTURE2D_X_ARRAY›#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; uniform vec4 _BlitScaleBiasRt; out highp vec2 vs_TEXCOORD0; vec4 u_xlat0; int u_xlati0; uvec2 u_xlatu0; vec4 u_xlat1; int u_xlati4; void main() { u_xlati0 = int(uint(uint(gl_VertexID) & 1u)); u_xlatu0.y = uint(uint(gl_VertexID) >> (1u & uint(0x1F))); u_xlati4 = (-u_xlati0) + (-int(u_xlatu0.y)); u_xlati0 = u_xlati0 + int(u_xlatu0.y); u_xlatu0.x = uint(uint(u_xlati0) & 1u); u_xlat1.xw = vec2(u_xlatu0.yx); vs_TEXCOORD0.xy = u_xlat1.xw * _BlitScaleBias.xy + _BlitScaleBias.zw; u_xlati0 = u_xlati4 + 1; u_xlatu0.x = uint(uint(u_xlati0) & 1u); u_xlat1.y = float(u_xlatu0.x); u_xlat0.xy = u_xlat1.xy * _BlitScaleBiasRt.xy + _BlitScaleBiasRt.zw; u_xlat0.z = float(-1.0); u_xlat0.w = float(1.0); gl_Position = u_xlat0 * vec4(2.0, -2.0, 1.0, 1.0) + vec4(-1.0, 1.0, 0.0, 0.0); return; } #endif #ifdef FRAGMENT #version 300 es #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #endif 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 float _BlitMipLevel; UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture; in highp vec2 vs_TEXCOORD0; layout(location = 0) out highp vec4 SV_Target0; mediump float u_xlat16_0; void main() { u_xlat16_0 = textureLod(_BlitTexture, vs_TEXCOORD0.xy, _BlitMipLevel).x; SV_Target0 = vec4(u_xlat16_0); return; } #endif $Globals _BlitMipLevel_BlitScaleBiasRt _BlitTexture$Globals