?u  OUTLINE_ON UNDERLAY_ONUNITY_UI_CLIP_RECT8#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 vec3 _WorldSpaceCameraPos; uniform vec4 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _FaceColor; uniform float _FaceDilate; uniform float _OutlineSoftness; uniform vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _UnderlayOffsetX; uniform float _UnderlayOffsetY; uniform float _UnderlayDilate; uniform float _UnderlaySoftness; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _ScaleRatioC; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; in vec4 in_POSITION0; in vec3 in_NORMAL0; in vec4 in_COLOR0; in vec4 in_TEXCOORD0; out vec4 vs_COLOR0; out vec4 vs_COLOR1; out vec4 vs_TEXCOORD0; out vec4 vs_TEXCOORD1; out vec4 vs_TEXCOORD2; out vec4 vs_TEXCOORD3; out vec2 vs_TEXCOORD4; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec3 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; int u_xlati4; bvec3 u_xlatb4; vec4 u_xlat5; vec4 u_xlat6; vec3 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec2 u_xlat10; float u_xlat11; float u_xlat12; float u_xlat16; float u_xlat17; vec2 u_xlat21; bool u_xlatb21; vec2 u_xlat22; vec2 u_xlat26; vec2 u_xlat29; float u_xlat30; float u_xlat31; float u_xlat32; int u_xlati32; bool u_xlatb32; void main() { u_xlat0.x = float(0); u_xlatb0 = u_xlat0.x>=in_TEXCOORD0.w; u_xlat0.x = (u_xlatb0) ? 1.0 : 0.0; u_xlat1 = in_POSITION0.zwxy; u_xlat2.x = u_xlat1.z + _VertexOffsetX; u_xlat12 = u_xlat1.w + _VertexOffsetY; u_xlat2.x = u_xlat2.x; u_xlat2.y = u_xlat12; u_xlat2.z = u_xlat1.x; u_xlat2.xyz = u_xlat2.xyz; u_xlat3 = u_xlat2.xxxx * hlslcc_mtx4x4unity_ObjectToWorld[0]; u_xlat4 = u_xlat2.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = u_xlat2.zzzz * hlslcc_mtx4x4unity_ObjectToWorld[2]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = hlslcc_mtx4x4unity_ObjectToWorld[3] * vec4(1.0, 1.0, 1.0, 1.0); u_xlat3 = u_xlat3 + u_xlat4; u_xlat4 = u_xlat3.xxxx * hlslcc_mtx4x4unity_MatrixVP[0]; u_xlat5 = u_xlat3.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat4 = u_xlat4 + u_xlat5; u_xlat5 = u_xlat3.zzzz * hlslcc_mtx4x4unity_MatrixVP[2]; u_xlat4 = u_xlat4 + u_xlat5; u_xlat3 = u_xlat3.wwww * hlslcc_mtx4x4unity_MatrixVP[3]; u_xlat3 = u_xlat3 + u_xlat4; u_xlat3 = u_xlat3; u_xlat3 = u_xlat3; u_xlat10.xy = u_xlat3.ww; u_xlat21.xy = _ScreenParams.xx * hlslcc_mtx4x4glstate_matrix_projection[0].xy; u_xlat22.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat21.xy = u_xlat21.xy + u_xlat22.xy; u_xlat22.xy = (-u_xlat21.xy); u_xlat21.xy = max(u_xlat21.xy, u_xlat22.xy); u_xlat21.xy = u_xlat21.xy * vec2(_ScaleX, _ScaleY); u_xlat10.xy = u_xlat10.xy / u_xlat21.xy; u_xlat30 = dot(u_xlat10.xy, u_xlat10.xy); u_xlat30 = inversesqrt(u_xlat30); u_xlat21.x = (-in_TEXCOORD0.w); u_xlat21.x = max(u_xlat21.x, in_TEXCOORD0.w); u_xlat21.x = u_xlat21.x * _GradientScale; u_xlat31 = float(1); u_xlat31 = u_xlat31 + _Sharpness; u_xlat21.x = u_xlat31 * u_xlat21.x; u_xlat30 = u_xlat30 * u_xlat21.x; u_xlat21.x = float(0); u_xlatb21 = u_xlat21.x==hlslcc_mtx4x4glstate_matrix_projection[3].w; if(u_xlatb21){ u_xlat21.x = (-u_xlat30); u_xlat21.x = max(u_xlat30, u_xlat21.x); u_xlat31 = float(1); u_xlat22.x = (-_PerspectiveFilter); u_xlat31 = u_xlat31 + u_xlat22.x; u_xlat21.x = u_xlat31 * u_xlat21.x; u_xlat4.xyz = in_NORMAL0.xyz; u_xlat5.x = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat5.y = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat5.z = dot(u_xlat4.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat31 = dot(u_xlat5.xyz, u_xlat5.xyz); u_xlat31 = inversesqrt(u_xlat31); u_xlat4.xyz = vec3(u_xlat31) * u_xlat5.xyz; u_xlat2.x = u_xlat2.x; u_xlat2.y = u_xlat2.y; u_xlat1.xy = u_xlat1.xy; u_xlat5.xyz = u_xlat2.xxx * hlslcc_mtx4x4unity_ObjectToWorld[0].xyz; u_xlat6.xyz = u_xlat2.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat6.xyz = u_xlat1.xxx * hlslcc_mtx4x4unity_ObjectToWorld[2].xyz; u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat1.xyw = u_xlat1.yyy * hlslcc_mtx4x4unity_ObjectToWorld[3].xyz; u_xlat1.xyw = u_xlat1.xyw + u_xlat5.xyz; u_xlat1.xyw = u_xlat1.xyw; u_xlat1.xyw = (-u_xlat1.xyw); u_xlat1.xyw = u_xlat1.xyw + _WorldSpaceCameraPos.xyz; u_xlat1.xyw = u_xlat1.xyw; u_xlat22.x = dot(u_xlat1.xyw, u_xlat1.xyw); u_xlat22.x = inversesqrt(u_xlat22.x); u_xlat1.xyw = u_xlat1.xyw * u_xlat22.xxx; u_xlat1.x = dot(u_xlat4.xyz, u_xlat1.xyw); u_xlat11 = (-u_xlat1.x); u_xlat1.x = max(u_xlat11, u_xlat1.x); u_xlat11 = (-u_xlat21.x); u_xlat11 = u_xlat30 + u_xlat11; u_xlat1.x = u_xlat11 * u_xlat1.x; u_xlat30 = u_xlat1.x + u_xlat21.x; } u_xlat1.x = (-_WeightNormal); u_xlat1.x = u_xlat1.x + _WeightBold; u_xlat0.x = u_xlat0.x * u_xlat1.x; u_xlat0.x = u_xlat0.x + _WeightNormal; u_xlat0.x = u_xlat0.x / 4.0; u_xlat0.x = u_xlat0.x + _FaceDilate; u_xlat0.x = u_xlat0.x * _ScaleRatioA; u_xlat0.x = u_xlat0.x * 0.5; u_xlat30 = u_xlat30; u_xlat1.x = float(1); u_xlat11 = _OutlineSoftness * _ScaleRatioA; u_xlat11 = u_xlat30 * u_xlat11; u_xlat1.x = u_xlat11 + u_xlat1.x; u_xlat1.x = u_xlat30 / u_xlat1.x; u_xlat22.x = (-u_xlat0.x); u_xlat22.x = u_xlat22.x + 0.5; u_xlat22.x = u_xlat1.x * u_xlat22.x; u_xlat32 = -0.5; u_xlat31 = u_xlat32 + u_xlat22.x; u_xlat22.x = _OutlineWidth * _ScaleRatioA; u_xlat22.x = u_xlat22.x * 0.5; u_xlat22.x = u_xlat1.x * u_xlat22.x; u_xlatb32 = ivec4(0, 0, 0, 0)!=ivec4(_UIVertexColorAlwaysGammaSpace); u_xlati4 = 0; u_xlati4 = ~(u_xlati4); u_xlati32 = u_xlatb32 ? u_xlati4 : int(0); if(u_xlati32 != 0) { u_xlat4.xyz = in_COLOR0.xyz; u_xlat5.x = float(0.0849710032); u_xlat5.y = float(0.0849710032); u_xlat5.z = float(0.0849710032); u_xlat5.xyz = u_xlat4.xyz * u_xlat5.xyz; u_xlat6.x = float(0.000163029006); u_xlat6.y = float(0.000163029006); u_xlat6.z = float(0.000163029006); u_xlat6.xyz = (-u_xlat6.xyz); u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz; u_xlat6.x = float(0.265884995); u_xlat6.y = float(0.265884995); u_xlat6.z = float(0.265884995); u_xlat6.xyz = u_xlat4.xyz * u_xlat6.xyz; u_xlat7.x = float(0.736584008); u_xlat7.y = float(0.736584008); u_xlat7.z = float(0.736584008); u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz; u_xlat6.xyz = u_xlat4.xyz * u_xlat6.xyz; u_xlat7.x = float(0.00980184041); u_xlat7.y = float(0.00980184041); u_xlat7.z = float(0.00980184041); u_xlat7.xyz = (-u_xlat7.xyz); u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz; u_xlat6.xyz = u_xlat4.xyz * u_xlat6.xyz; u_xlat7.x = float(0.00319697009); u_xlat7.y = float(0.00319697009); u_xlat7.z = float(0.00319697009); u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz; u_xlat7.x = float(0.0725490004); u_xlat7.y = float(0.0725490004); u_xlat7.z = float(0.0725490004); u_xlatb4.xyz = lessThan(u_xlat4.xyzx, u_xlat7.xyzx).xyz; u_xlat4.x = (u_xlatb4.x) ? u_xlat5.x : u_xlat6.x; u_xlat4.y = (u_xlatb4.y) ? u_xlat5.y : u_xlat6.y; u_xlat4.z = (u_xlatb4.z) ? u_xlat5.z : u_xlat6.z; u_xlat4.xyz = u_xlat4.xyz; } else { u_xlat4.xyz = in_COLOR0.xyz; } u_xlat4.w = 1.0; u_xlat5 = u_xlat4 * _FaceColor; u_xlat5.xyz = u_xlat5.www * u_xlat5.xyz; u_xlat6 = _OutlineColor.wxyz; u_xlat4.w = u_xlat4.w * u_xlat6.x; u_xlat4.xyz = u_xlat4.www * u_xlat6.yzw; u_xlat32 = float(2); u_xlat32 = u_xlat32 * u_xlat22.x; u_xlat32 = min(u_xlat32, 1.0); u_xlat32 = sqrt(u_xlat32); u_xlat6 = (-u_xlat5); u_xlat4 = u_xlat4 + u_xlat6; u_xlat4 = vec4(u_xlat32) * u_xlat4; u_xlat4 = u_xlat4 + u_xlat5; u_xlat32 = float(1); u_xlat6.x = _UnderlaySoftness * _ScaleRatioC; u_xlat6.x = u_xlat30 * u_xlat6.x; u_xlat32 = u_xlat32 + u_xlat6.x; u_xlat6.x = u_xlat30 / u_xlat32; u_xlat0.x = (-u_xlat0.x); u_xlat0.x = u_xlat0.x + 0.5; u_xlat0.x = u_xlat6.x * u_xlat0.x; u_xlat30 = -0.5; u_xlat0.x = u_xlat30 + u_xlat0.x; u_xlat30 = _UnderlayDilate * _ScaleRatioC; u_xlat30 = u_xlat30 * 0.5; u_xlat30 = u_xlat6.x * u_xlat30; u_xlat30 = (-u_xlat30); u_xlat16 = u_xlat30 + u_xlat0.x; u_xlat0.x = _UnderlayOffsetX * _ScaleRatioC; u_xlat0.x = (-u_xlat0.x); u_xlat0.x = u_xlat0.x * _GradientScale; u_xlat7.x = u_xlat0.x / _TextureWidth; u_xlat0.x = _UnderlayOffsetY * _ScaleRatioC; u_xlat0.x = (-u_xlat0.x); u_xlat0.x = u_xlat0.x * _GradientScale; u_xlat17 = u_xlat0.x / _TextureHeight; u_xlat7.x = u_xlat7.x; u_xlat7.y = u_xlat17; u_xlat8 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat8 = min(u_xlat8, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xw = (-u_xlat8.xy); u_xlat0.xw = u_xlat0.xw + u_xlat2.xy; u_xlat26.xy = (-u_xlat8.xy); u_xlat26.xy = u_xlat26.xy + u_xlat8.zw; u_xlat29.xy = u_xlat0.xw / u_xlat26.xy; u_xlat3 = u_xlat3; u_xlat5.xyz = u_xlat5.xyz; u_xlat5.w = u_xlat5.w; u_xlat4 = u_xlat4; u_xlat9.xy = in_TEXCOORD0.xy; u_xlat9.zw = u_xlat29.xy; u_xlat0.x = (-u_xlat22.x); u_xlat1.y = u_xlat0.x + u_xlat31; u_xlat1.z = u_xlat31 + u_xlat22.x; u_xlat1.x = u_xlat1.x; u_xlat1.w = u_xlat31; u_xlat22.x = max(_MaskSoftnessX, _UIMaskSoftnessX); u_xlat22.y = max(_MaskSoftnessY, _UIMaskSoftnessY); u_xlat0.xw = vec2(ivec2(2, 2)); u_xlat0.xw = u_xlat0.xw * u_xlat2.xy; u_xlat2.xy = (-u_xlat8.xy); u_xlat0.xw = u_xlat0.xw + u_xlat2.xy; u_xlat2.xy = (-u_xlat8.zw); u_xlat8.xy = u_xlat0.xw + u_xlat2.xy; u_xlat0.x = float(0.25); u_xlat0.w = float(0.25); u_xlat0.xw = u_xlat22.xy * u_xlat0.xw; u_xlat0.xy = u_xlat10.xy + u_xlat0.xw; u_xlat8.zw = vec2(0.25, 0.25) / u_xlat0.xy; u_xlat0.xy = u_xlat7.xy + in_TEXCOORD0.xy; u_xlat0.z = in_COLOR0.w; u_xlat0.w = float(0); u_xlat6.x = u_xlat6.x; u_xlat6.y = u_xlat16; gl_Position = u_xlat3; vs_COLOR0 = u_xlat5; vs_COLOR1 = u_xlat4; vs_TEXCOORD0 = u_xlat9; vs_TEXCOORD1 = u_xlat1; vs_TEXCOORD2 = u_xlat8; vs_TEXCOORD3 = u_xlat0; vs_TEXCOORD4.xy = u_xlat6.xy; 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 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 _UnderlayColor; uniform vec4 _ClipRect; UNITY_LOCATION(0) uniform sampler2D _MainTex; in vec4 vs_COLOR0; in vec4 vs_COLOR1; in vec4 vs_TEXCOORD0; in vec4 vs_TEXCOORD1; in vec4 vs_TEXCOORD2; in vec4 vs_TEXCOORD3; in vec2 vs_TEXCOORD4; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; float u_xlat3; float u_xlat4; float u_xlat5; vec2 u_xlat7; void main() { u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy); u_xlat0.x = vs_TEXCOORD1.x; u_xlat0.x = u_xlat0.x * u_xlat0.w; u_xlat3 = (-vs_TEXCOORD1.z); u_xlat3 = u_xlat3 + u_xlat0.x; u_xlat3 = max(u_xlat3, 0.0); u_xlat3 = min(u_xlat3, 1.0); u_xlat1 = (-vs_COLOR1); u_xlat1 = u_xlat1 + vs_COLOR0; u_xlat1 = vec4(u_xlat3) * u_xlat1; u_xlat1 = u_xlat1 + vs_COLOR1; u_xlat3 = (-vs_TEXCOORD1.y); u_xlat0.x = u_xlat3 + u_xlat0.x; u_xlat0.x = max(u_xlat0.x, 0.0); u_xlat0.x = min(u_xlat0.x, 1.0); u_xlat0 = u_xlat0.xxxx * u_xlat1; u_xlat1 = texture(_MainTex, vs_TEXCOORD3.xy); u_xlat1.x = vs_TEXCOORD4.x; u_xlat1.x = u_xlat1.x * u_xlat1.w; u_xlat2.xyz = _UnderlayColor.www * _UnderlayColor.xyz; u_xlat2.w = _UnderlayColor.w; u_xlat4 = (-vs_TEXCOORD4.y); u_xlat1.x = u_xlat4 + u_xlat1.x; u_xlat1.x = max(u_xlat1.x, 0.0); u_xlat1 = min(u_xlat1.xxxx, vec4(1.0, 1.0, 1.0, 1.0)); u_xlat1 = u_xlat1 * u_xlat2; u_xlat2.x = float(1); u_xlat5 = (-u_xlat0.w); u_xlat2 = vec4(u_xlat5) + u_xlat2.xxxx; u_xlat1 = u_xlat1 * u_xlat2; u_xlat0 = u_xlat1 + u_xlat0; u_xlat1.xy = (-_ClipRect.xy); u_xlat1.xy = u_xlat1.xy + _ClipRect.zw; u_xlat7.xy = (-vs_TEXCOORD2.xy); u_xlat7.xy = max(u_xlat7.xy, vs_TEXCOORD2.xy); u_xlat7.xy = (-u_xlat7.xy); u_xlat1.xy = u_xlat7.xy + u_xlat1.xy; u_xlat7.xy = vs_TEXCOORD2.zw; u_xlat1.xy = u_xlat7.xy * u_xlat1.xy; u_xlat1.xy = max(u_xlat1.xy, vec2(0.0, 0.0)); u_xlat1.xy = min(u_xlat1.xy, vec2(1.0, 1.0)); u_xlat1.x = u_xlat1.y * u_xlat1.x; u_xlat0 = u_xlat0 * u_xlat1.xxxx; u_xlat0 = u_xlat0 * vs_TEXCOORD3.zzzz; SV_Target0 = u_xlat0; return; } #endif $Globals "_UnderlayColor _ClipRect _FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP_UnderlayOffsetXT_UnderlayOffsetYX_UnderlayDilate\_UnderlaySoftness` _WeightNormald _WeightBoldh _ScaleRatioAl _ScaleRatioCp_VertexOffsetXt_VertexOffsetYx _ClipRect_MaskSoftnessX_MaskSoftnessY _TextureWidth_TextureHeight_GradientScale_ScaleX_ScaleY_PerspectiveFilter _Sharpness_UIMaskSoftnessX_UIMaskSoftnessY_UIVertexColorAlwaysGammaSpaceunity_ObjectToWorld unity_WorldToObject`glstate_matrix_projectionunity_MatrixVP_MainTex$Globals