ϼu  _DITHERING_LINEAR_TO_SRGB_CONVERSIONW#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 vec4 _Dithering_Params; UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture; UNITY_LOCATION(1) uniform mediump sampler2D _BlueNoise_Texture; layout(location = 0) in highp vec2 vs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; vec3 u_xlat0; bvec3 u_xlatb0; vec3 u_xlat1; bvec3 u_xlatb2; mediump vec3 u_xlat16_3; float u_xlat12; mediump float u_xlat16_12; bool u_xlatb12; void main() { u_xlat0.xyz = texture(_BlitTexture, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz; u_xlat1.xyz = log2(abs(u_xlat0.xyz)); u_xlat1.xyz = u_xlat1.xyz * vec3(0.416666657, 0.416666657, 0.416666657); u_xlat1.xyz = exp2(u_xlat1.xyz); u_xlat1.xyz = u_xlat1.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997); u_xlatb2.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat0.xyzx).xyz; u_xlat16_3.xyz = u_xlat0.xyz * vec3(12.9232101, 12.9232101, 12.9232101); u_xlat0.x = (u_xlatb2.x) ? u_xlat16_3.x : u_xlat1.x; u_xlat0.y = (u_xlatb2.y) ? u_xlat16_3.y : u_xlat1.y; u_xlat0.z = (u_xlatb2.z) ? u_xlat16_3.z : u_xlat1.z; u_xlat1.xyz = log2(abs(u_xlat0.xyz)); u_xlat1.xyz = u_xlat1.xyz * vec3(0.416666657, 0.416666657, 0.416666657); u_xlat1.xyz = exp2(u_xlat1.xyz); u_xlat1.xyz = u_xlat1.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997); u_xlatb2.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat0.xyzx).xyz; u_xlat16_3.xyz = u_xlat0.xyz * vec3(12.9232101, 12.9232101, 12.9232101); u_xlat0.x = (u_xlatb2.x) ? u_xlat16_3.x : u_xlat1.x; u_xlat0.y = (u_xlatb2.y) ? u_xlat16_3.y : u_xlat1.y; u_xlat0.z = (u_xlatb2.z) ? u_xlat16_3.z : u_xlat1.z; u_xlat1.xy = vs_TEXCOORD0.xy * _Dithering_Params.xy + _Dithering_Params.zw; u_xlat16_12 = texture(_BlueNoise_Texture, u_xlat1.xy, _GlobalMipBias.x).w; u_xlat12 = u_xlat16_12 * 2.0 + -1.0; u_xlat1.x = -abs(u_xlat12) + 1.0; u_xlatb12 = u_xlat12>=0.0; u_xlat12 = (u_xlatb12) ? 1.0 : -1.0; u_xlat1.x = sqrt(u_xlat1.x); u_xlat1.x = (-u_xlat1.x) + 1.0; u_xlat12 = u_xlat12 * u_xlat1.x; u_xlat0.xyz = vec3(u_xlat12) * vec3(0.00392156886, 0.00392156886, 0.00392156886) + u_xlat0.xyz; u_xlat16_3.xyz = u_xlat0.xyz + vec3(0.0549999997, 0.0549999997, 0.0549999997); u_xlat16_3.xyz = u_xlat16_3.xyz * vec3(0.947867334, 0.947867334, 0.947867334); u_xlat1.xyz = log2(abs(u_xlat16_3.xyz)); u_xlat1.xyz = u_xlat1.xyz * vec3(2.4000001, 2.4000001, 2.4000001); u_xlat1.xyz = exp2(u_xlat1.xyz); u_xlat16_3.xyz = u_xlat0.xyz * vec3(0.0773993805, 0.0773993805, 0.0773993805); u_xlatb0.xyz = greaterThanEqual(vec4(0.0404499993, 0.0404499993, 0.0404499993, 0.0), u_xlat0.xyzx).xyz; SV_Target0.x = (u_xlatb0.x) ? u_xlat16_3.x : u_xlat1.x; SV_Target0.y = (u_xlatb0.y) ? u_xlat16_3.y : u_xlat1.y; SV_Target0.z = (u_xlatb0.z) ? u_xlat16_3.z : u_xlat1.z; SV_Target0.w = 1.0; return; } #endif $Globals _GlobalMipBias_Dithering_Params _BlitTexture_BlueNoise_Texture$Globals