¤ şu k #ifdef VERTEX #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #endif #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 vec4 ImmCB_1[10]; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; uniform float _faceIndex; in vec4 in_POSITION0; in vec2 in_TEXCOORD0; out vec3 vs_TEXCOORD0; vec4 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; int u_xlati4; void main() { ImmCB_1[0] = vec4(0.0,0.0,-1.0,0.0); ImmCB_1[1] = vec4(0.0,0.0,1.0,0.0); ImmCB_1[2] = vec4(1.0,0.0,0.0,0.0); ImmCB_1[3] = vec4(1.0,0.0,0.0,0.0); ImmCB_1[4] = vec4(1.0,0.0,0.0,-1.0); ImmCB_1[5] = vec4(-1.0,0.0,0.0,-1.0); ImmCB_1[6] = vec4(0.0,0.0,1.0,0.0); ImmCB_1[7] = vec4(0.0,0.0,-1.0,0.0); ImmCB_1[8] = vec4(0.0,0.0,0.0,-1.0); ImmCB_1[9] = vec4(0.0,0.0,0.0,-1.0); u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; u_xlat0.x = 0.0; u_xlat1.z = 0.0; u_xlati4 = int(_faceIndex); u_xlat1.xy = ImmCB_1[u_xlati4].zx * ImmCB_1[u_xlati4 + 4].wz; u_xlat2.xz = ImmCB_1[u_xlati4 + 4].zw; u_xlat2.y = ImmCB_1[u_xlati4].z; u_xlat0.z = ImmCB_1[u_xlati4].x; u_xlat0.xzw = (-u_xlat2.xyz) * u_xlat0.xxz + u_xlat1.xyz; u_xlat1.y = 0.0; u_xlat2.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0); u_xlat1.xz = ImmCB_1[u_xlati4].xz; u_xlat3.yz = ImmCB_1[u_xlati4 + 4].wz; u_xlat0.xyz = u_xlat2.xxx * u_xlat1.xyz + u_xlat0.xzw; u_xlat3.x = 0.0; vs_TEXCOORD0.xyz = u_xlat2.yyy * u_xlat3.xyz + u_xlat0.xyz; return; } #endif #ifdef FRAGMENT #version 150 #extension GL_ARB_explicit_attrib_location : require #ifdef GL_ARB_shader_bit_encoding #extension GL_ARB_shader_bit_encoding : enable #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 UNITY_LOCATION(0) uniform samplerCube _MainTex; in vec3 vs_TEXCOORD0; layout(location = 0) out vec4 SV_Target0; void main() { SV_Target0 = texture(_MainTex, vs_TEXCOORD0.xyz); return; } #endif $Globals” _MainTex_ST€ _faceIndexunity_ObjectToWorldunity_MatrixVP@_MainTex$Globals