Dºu 6 #ifdef VERTEX #version 310 es #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 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform vec4 _MainTex_ST; in highp vec4 in_POSITION0; in highp vec2 in_TEXCOORD0; layout(location = 0) out highp 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; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; return; } #endif #ifdef FRAGMENT #version 310 es precision highp float; precision highp int; #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 mediump sampler2D _MainTex; layout(location = 0) in highp vec2 gs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; mediump vec4 u_xlat16_0; void main() { u_xlat16_0 = texture(_MainTex, gs_TEXCOORD0.xy); SV_Target0 = u_xlat16_0; return; } #endif #ifdef GEOMETRY #version 310 es #ifdef GL_ARB_geometry_shader #extension GL_ARB_geometry_shader : enable #endif #ifdef GL_OES_geometry_shader #extension GL_OES_geometry_shader : enable #endif #ifdef GL_EXT_geometry_shader #extension GL_EXT_geometry_shader : 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 float _ArraySliceIndex; layout(location = 0) in highp vec2 vs_TEXCOORD0 [3]; uint u_xlatu0; layout(triangles) in; layout(triangle_strip) out; layout(location = 0) out highp vec2 gs_TEXCOORD0; layout(max_vertices = 3) out; void main() { gl_Position = gl_in[0].gl_Position; gs_TEXCOORD0.xy = vs_TEXCOORD0[0].xy; u_xlatu0 = uint(_ArraySliceIndex); gl_Layer = int(u_xlatu0); EmitVertex(); gl_Position = gl_in[1].gl_Position; gs_TEXCOORD0.xy = vs_TEXCOORD0[1].xy; gl_Layer = int(u_xlatu0); EmitVertex(); gl_Position = gl_in[2].gl_Position; gs_TEXCOORD0.xy = vs_TEXCOORD0[2].xy; gl_Layer = int(u_xlatu0); EmitVertex(); EndPrimitive(); return; } #endif $Globals_ArraySliceIndex _MainTex_ST€unity_MatrixVP@_MainTex$Globals