ˆgºu SPOT'd#ifdef VERTEX #version 300 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 mediump vec4 unity_LightColor[8]; uniform vec4 unity_LightPosition[8]; uniform mediump vec4 unity_LightAtten[8]; uniform vec4 unity_SpotDirection[8]; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform mediump vec4 glstate_lightmodel_ambient; uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixInvV[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform mediump vec4 _Color; uniform mediump vec4 _SpecColor; uniform mediump vec4 _Emission; uniform mediump float _Shininess; uniform ivec4 unity_VertexLightParams; uniform vec4 _MainTex_ST; in highp vec3 in_POSITION0; in highp vec3 in_NORMAL0; in highp vec3 in_TEXCOORD0; out mediump vec4 vs_COLOR0; out mediump vec3 vs_COLOR1; out highp vec2 vs_TEXCOORD0; vec4 u_xlat0; vec4 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; bool u_xlatb3; vec3 u_xlat4; bool u_xlatb4; vec3 u_xlat5; vec3 u_xlat6; mediump vec3 u_xlat16_7; mediump float u_xlat16_8; mediump vec3 u_xlat16_9; mediump vec3 u_xlat16_10; bool u_xlatb15; mediump vec3 u_xlat16_19; mediump vec3 u_xlat16_20; float u_xlat33; int u_xlati33; bool u_xlatb33; float u_xlat34; bool u_xlatb34; float u_xlat35; bool u_xlatb35; float u_xlat36; bool u_xlatb36; mediump float u_xlat16_40; mediump float u_xlat16_42; void main() { u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].zzz + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[0].www + u_xlat0.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[1].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].zzz + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[1].www + u_xlat1.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].xxx + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].zzz + u_xlat2.xyz; u_xlat2.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[2].www + u_xlat2.xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].yyy * hlslcc_mtx4x4unity_MatrixV[1].xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[0].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].xxx + u_xlat3.xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[2].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].zzz + u_xlat3.xyz; u_xlat3.xyz = hlslcc_mtx4x4unity_MatrixV[3].xyz * hlslcc_mtx4x4unity_ObjectToWorld[3].www + u_xlat3.xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].yyy; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].xxx + u_xlat4.xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].zzz + u_xlat4.xyz; u_xlat4.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[0].www + u_xlat4.xyz; u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].yyy; u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].xxx + u_xlat5.xyz; u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].zzz + u_xlat5.xyz; u_xlat5.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[1].www + u_xlat5.xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[1].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].yyy; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].xxx + u_xlat6.xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].zzz + u_xlat6.xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[3].xyz * hlslcc_mtx4x4unity_MatrixInvV[2].www + u_xlat6.xyz; u_xlat1.xyz = u_xlat1.xyz * in_POSITION0.yyy; u_xlat0.xyz = u_xlat0.xyz * in_POSITION0.xxx + u_xlat1.xyz; u_xlat0.xyz = u_xlat2.xyz * in_POSITION0.zzz + u_xlat0.xyz; u_xlat0.xyz = u_xlat3.xyz + u_xlat0.xyz; u_xlat1.x = dot(u_xlat4.xyz, in_NORMAL0.xyz); u_xlat1.y = dot(u_xlat5.xyz, in_NORMAL0.xyz); u_xlat1.z = dot(u_xlat6.xyz, in_NORMAL0.xyz); u_xlat33 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat33 = inversesqrt(u_xlat33); u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz; u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat33 = inversesqrt(u_xlat33); u_xlat2.xyz = vec3(u_xlat33) * u_xlat0.xyz; u_xlat16_7.xyz = _Color.xyz * glstate_lightmodel_ambient.xyz + _Emission.xyz; u_xlat16_40 = _Shininess * 128.0; u_xlatb33 = 0