8 šu  #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 uniform vec4 _ProjectionParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; in vec4 in_POSITION0; out vec2 vs_TEXCOORD0; vec4 u_xlat0; vec4 u_xlat1; void main() { 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; u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; u_xlat1.x = u_xlat0.y * _ProjectionParams.x; u_xlat1.w = u_xlat1.x * 0.5; u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5); gl_Position = u_xlat0; vs_TEXCOORD0.xy = u_xlat1.zz + u_xlat1.xw; 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 sampler2D _CameraReflectionsTexture; in vec2 vs_TEXCOORD0; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; void main() { u_xlat0 = texture(_CameraReflectionsTexture, vs_TEXCOORD0.xy); SV_Target0.xyz = exp2((-u_xlat0.xyz)); SV_Target0.w = 0.0; return; } #endif $Globals_ProjectionParamsunity_ObjectToWorldunity_MatrixVPP_CameraReflectionsTexture$Globals