]u _CHROMATIC_ABERRATION _DISTORTION _DITHERING _FILM_GRAIN_LINEAR_TO_SRGB_CONVERSION _TONEMAP_ACESY#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 _Lut_Params; uniform vec4 _UserLut_Params; uniform vec4 _Distortion_Params1; uniform vec4 _Distortion_Params2; uniform float _Chroma_Params; uniform vec4 _Vignette_Params1; uniform vec4 _Vignette_Params2; uniform vec2 _Grain_Params; uniform vec4 _Grain_TilingParams; uniform vec4 _Dithering_Params; UNITY_LOCATION(0) uniform sampler2D _BlitTexture; UNITY_LOCATION(1) uniform sampler2D _Grain_Texture; UNITY_LOCATION(2) uniform sampler2D _InternalLut; UNITY_LOCATION(3) uniform sampler2D _UserLut; UNITY_LOCATION(4) uniform sampler2D _BlueNoise_Texture; in vec2 vs_TEXCOORD0; layout(location = 0) out vec4 SV_Target0; vec4 u_xlat0; bvec3 u_xlatb0; vec4 u_xlat1; bvec3 u_xlatb1; vec4 u_xlat2; vec4 u_xlat3; bool u_xlatb3; vec4 u_xlat4; vec4 u_xlat5; vec3 u_xlat6; bool u_xlatb6; vec3 u_xlat7; bool u_xlatb7; vec2 u_xlat8; bool u_xlatb9; bool u_xlatb11; vec2 u_xlat12; bvec2 u_xlatb12; vec2 u_xlat13; float u_xlat14; float u_xlat18; bool u_xlatb18; float u_xlat19; bool u_xlatb19; float u_xlat20; void main() { u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5); u_xlat12.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_xlatb7 = 0.0<_Distortion_Params2.w; if(u_xlatb7){ u_xlat13.x = u_xlat1.x * _Distortion_Params2.x; u_xlat2.x = sin(u_xlat13.x); u_xlat3.x = cos(u_xlat13.x); u_xlat13.x = u_xlat2.x / u_xlat3.x; u_xlat19 = u_xlat1.x * _Distortion_Params2.y + 6.10351562e-05; u_xlat19 = float(1.0) / u_xlat19; u_xlat13.x = u_xlat13.x * u_xlat19 + -1.0; u_xlat13.xy = u_xlat0.xy * u_xlat13.xx + u_xlat12.xy; } else { u_xlat2.x = float(1.0) / u_xlat1.x; u_xlat2.x = u_xlat2.x * _Distortion_Params2.x; u_xlat1.x = u_xlat1.x * _Distortion_Params2.y; u_xlat8.x = min(abs(u_xlat1.x), 1.0); u_xlat14 = max(abs(u_xlat1.x), 1.0); u_xlat14 = float(1.0) / u_xlat14; u_xlat8.x = u_xlat14 * u_xlat8.x; u_xlat14 = u_xlat8.x * u_xlat8.x; u_xlat20 = u_xlat14 * 0.0208350997 + -0.0851330012; u_xlat20 = u_xlat14 * u_xlat20 + 0.180141002; u_xlat20 = u_xlat14 * u_xlat20 + -0.330299497; u_xlat14 = u_xlat14 * u_xlat20 + 0.999866009; u_xlat20 = u_xlat14 * u_xlat8.x; u_xlatb3 = 1.0=0.0; u_xlat18 = (u_xlatb18) ? 1.0 : -1.0; u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0; u_xlat6.z = u_xlat18 * u_xlat1.x + 1.0; u_xlat12.xy = u_xlat6.xz * vec2(0.333333343, 0.0250000004); u_xlatb1.x = 0.159999996>=u_xlat6.x; u_xlatb6 = u_xlat6.x>=0.479999989; u_xlat12.x = 0.0799999982 / u_xlat12.x; u_xlat12.x = u_xlat12.x + -0.5; u_xlat12.x = u_xlat12.x * u_xlat12.y; u_xlat6.x = (u_xlatb6) ? 0.0 : u_xlat12.x; u_xlat6.x = (u_xlatb1.x) ? u_xlat12.y : u_xlat6.x; u_xlat6.x = u_xlat6.x + 1.0; u_xlat2.yzw = u_xlat6.xxx * u_xlat7.xyz; u_xlatb12.xy = equal(u_xlat2.zwzw, u_xlat2.yzyz).xy; u_xlatb12.x = u_xlatb12.y && u_xlatb12.x; u_xlat18 = u_xlat7.y * u_xlat6.x + (-u_xlat2.w); u_xlat18 = u_xlat18 * 1.73205078; u_xlat1.x = u_xlat2.y * 2.0 + (-u_xlat2.z); u_xlat1.x = (-u_xlat7.z) * u_xlat6.x + u_xlat1.x; u_xlat13.x = min(abs(u_xlat18), abs(u_xlat1.x)); u_xlat19 = max(abs(u_xlat18), abs(u_xlat1.x)); u_xlat19 = float(1.0) / u_xlat19; u_xlat13.x = u_xlat19 * u_xlat13.x; u_xlat19 = u_xlat13.x * u_xlat13.x; u_xlat3.x = u_xlat19 * 0.0208350997 + -0.0851330012; u_xlat3.x = u_xlat19 * u_xlat3.x + 0.180141002; u_xlat3.x = u_xlat19 * u_xlat3.x + -0.330299497; u_xlat19 = u_xlat19 * u_xlat3.x + 0.999866009; u_xlat3.x = u_xlat19 * u_xlat13.x; u_xlatb9 = abs(u_xlat1.x)=(-u_xlat18); u_xlatb18 = u_xlatb18 && u_xlatb1.x; u_xlat18 = (u_xlatb18) ? (-u_xlat13.x) : u_xlat13.x; u_xlat18 = u_xlat18 * 57.2957802; u_xlat12.x = (u_xlatb12.x) ? 0.0 : u_xlat18; u_xlatb18 = u_xlat12.x<0.0; u_xlat1.x = u_xlat12.x + 360.0; u_xlat12.x = (u_xlatb18) ? u_xlat1.x : u_xlat12.x; u_xlatb18 = u_xlat12.x<-180.0; u_xlatb1.x = 180.0=0.0; u_xlat1.x = (u_xlatb1.x) ? 1.0 : -1.0; u_xlat18 = -abs(u_xlat18) + 1.0; u_xlat18 = sqrt(u_xlat18); u_xlat18 = (-u_xlat18) + 1.0; u_xlat18 = u_xlat18 * u_xlat1.x; u_xlatb1.xyz = greaterThanEqual(vec4(0.00313080009, 0.00313080009, 0.00313080009, 0.0), u_xlat0.xyzx).xyz; u_xlat2.xyz = u_xlat0.xyz * vec3(12.9232101, 12.9232101, 12.9232101); u_xlat0.xyz = log2(abs(u_xlat0.xyz)); u_xlat0.xyz = u_xlat0.xyz * vec3(0.416666657, 0.416666657, 0.416666657); u_xlat0.xyz = exp2(u_xlat0.xyz); u_xlat0.xyz = u_xlat0.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997); { vec4 hlslcc_movcTemp = u_xlat0; hlslcc_movcTemp.x = (u_xlatb1.x) ? u_xlat2.x : u_xlat0.x; hlslcc_movcTemp.y = (u_xlatb1.y) ? u_xlat2.y : u_xlat0.y; hlslcc_movcTemp.z = (u_xlatb1.z) ? u_xlat2.z : u_xlat0.z; u_xlat0 = hlslcc_movcTemp; } u_xlat0.xyz = vec3(u_xlat18) * vec3(0.00392156886, 0.00392156886, 0.00392156886) + u_xlat0.xyz; u_xlat1.xyz = u_xlat0.xyz * vec3(0.0773993805, 0.0773993805, 0.0773993805); u_xlat2.xyz = u_xlat0.xyz + vec3(0.0549999997, 0.0549999997, 0.0549999997); u_xlat2.xyz = u_xlat2.xyz * vec3(0.947867334, 0.947867334, 0.947867334); u_xlat2.xyz = log2(abs(u_xlat2.xyz)); u_xlat2.xyz = u_xlat2.xyz * vec3(2.4000001, 2.4000001, 2.4000001); u_xlat2.xyz = exp2(u_xlat2.xyz); u_xlatb0.xyz = greaterThanEqual(vec4(0.0404499993, 0.0404499993, 0.0404499993, 0.0), u_xlat0.xyzx).xyz; u_xlat0.x = (u_xlatb0.x) ? u_xlat1.x : u_xlat2.x; u_xlat0.y = (u_xlatb0.y) ? u_xlat1.y : u_xlat2.y; u_xlat0.z = (u_xlatb0.z) ? u_xlat1.z : u_xlat2.z; SV_Target0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0)); SV_Target0.w = 1.0; return; } #endif $Globals _GlobalMipBias_RTHandleScale_BlitTexture_TexelSize _Lut_Params0_UserLut_Params@_Distortion_Params1P_Distortion_Params2`_Chroma_Paramsp_Vignette_Params1_Vignette_Params2 _Grain_Params_Grain_TilingParams_Dithering_Params _BlitTexture_Grain_Texture _InternalLut_UserLut_BlueNoise_Texture$Globals