P*u  _BLOOM_LQ _DISTORTION _FILM_GRAIN_LINEAR_TO_SRGB_CONVERSION&#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 _BlitScaleBias; out vec2 vs_TEXCOORD0; vec2 u_xlat0; int u_xlati0; uvec3 u_xlatu0; void main() { u_xlati0 = gl_VertexID << (1 & int(0x1F)); u_xlatu0.x = uint(u_xlati0) & 2u; 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 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 vec2 _GlobalMipBias; uniform vec4 _RTHandleScale; uniform vec4 _BlitTexture_TexelSize; uniform vec4 _BloomTexture_TexelSize; uniform vec4 _Lut_Params; uniform vec4 _UserLut_Params; uniform vec4 _Bloom_Params; uniform vec4 _Distortion_Params1; uniform vec4 _Distortion_Params2; uniform vec4 _Vignette_Params1; uniform vec4 _Vignette_Params2; uniform vec2 _Grain_Params; uniform vec4 _Grain_TilingParams; UNITY_LOCATION(0) uniform sampler2D _BlitTexture; UNITY_LOCATION(1) uniform sampler2D _Bloom_Texture; UNITY_LOCATION(2) uniform sampler2D _Grain_Texture; UNITY_LOCATION(3) uniform sampler2D _InternalLut; UNITY_LOCATION(4) uniform sampler2D _UserLut; in vec2 vs_TEXCOORD0; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; bvec3 u_xlatb1; vec4 u_xlat2; vec4 u_xlat3; vec2 u_xlat4; vec3 u_xlat5; vec3 u_xlat6; bool u_xlatb6; float u_xlat7; vec2 u_xlat10; float u_xlat11; float u_xlat12; float u_xlat15; bool u_xlatb15; float u_xlat16; bool u_xlatb17; void main() { u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5); u_xlat10.xy = u_xlat0.xy * _Distortion_Params2.zz + vec2(0.5, 0.5); u_xlat0.xy = u_xlat0.xy * _Distortion_Params2.zz + (-_Distortion_Params1.xy); u_xlat0.xy = u_xlat0.xy * _Distortion_Params1.zw; u_xlat1.x = dot(u_xlat0.xy, u_xlat0.xy); u_xlat1.x = sqrt(u_xlat1.x); u_xlatb6 = 0.0<_Distortion_Params2.w; if(u_xlatb6){ u_xlat6.x = u_xlat1.x * _Distortion_Params2.x; u_xlat2.x = sin(u_xlat6.x); u_xlat3.x = cos(u_xlat6.x); u_xlat6.x = u_xlat2.x / u_xlat3.x; u_xlat11 = u_xlat1.x * _Distortion_Params2.y + 6.10351562e-05; u_xlat11 = float(1.0) / u_xlat11; u_xlat6.x = u_xlat6.x * u_xlat11 + -1.0; u_xlat6.xy = u_xlat0.xy * u_xlat6.xx + u_xlat10.xy; } else { u_xlat16 = float(1.0) / u_xlat1.x; u_xlat16 = u_xlat16 * _Distortion_Params2.x; u_xlat1.x = u_xlat1.x * _Distortion_Params2.y; u_xlat2.x = min(abs(u_xlat1.x), 1.0); u_xlat7 = max(abs(u_xlat1.x), 1.0); u_xlat7 = float(1.0) / u_xlat7; u_xlat2.x = u_xlat7 * u_xlat2.x; u_xlat7 = u_xlat2.x * u_xlat2.x; u_xlat12 = u_xlat7 * 0.0208350997 + -0.0851330012; u_xlat12 = u_xlat7 * u_xlat12 + 0.180141002; u_xlat12 = u_xlat7 * u_xlat12 + -0.330299497; u_xlat7 = u_xlat7 * u_xlat12 + 0.999866009; u_xlat12 = u_xlat7 * u_xlat2.x; u_xlatb17 = 1.0