˜Iºu  DIRECTIONALGLOW_ON—@#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 vec3 _WorldSpaceCameraPos; uniform vec4 _ScreenParams; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _FaceDilate; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform vec4 _MainTex_ST; uniform vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in highp vec4 in_TEXCOORD1; in mediump vec4 in_COLOR0; out highp vec4 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; out highp vec2 vs_TEXCOORD6; out highp vec3 vs_TEXCOORD2; out highp vec3 vs_TEXCOORD3; out highp vec3 vs_TEXCOORD4; out highp vec3 vs_TEXCOORD5; out mediump vec4 vs_COLOR0; highp vec3 vs_TEXCOORD7; vec3 u_xlat0; int u_xlati0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; float u_xlat4; int u_xlati4; vec3 u_xlat6; float u_xlat12; bool u_xlatb12; float u_xlat13; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat2 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; u_xlat3 = u_xlat2.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD0.zw = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; u_xlat12 = u_xlat2.y * hlslcc_mtx4x4unity_MatrixVP[1].w; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[0].w * u_xlat2.x + u_xlat12; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[2].w * u_xlat2.z + u_xlat12; u_xlat12 = hlslcc_mtx4x4unity_MatrixVP[3].w * u_xlat2.w + u_xlat12; u_xlat2.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat2.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat2.xy; u_xlat2.xy = u_xlat2.xy * vec2(_ScaleX, _ScaleY); u_xlat2.xy = vec2(u_xlat12) / u_xlat2.xy; u_xlat12 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat12 = inversesqrt(u_xlat12); u_xlat13 = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat2.x = _Sharpness + 1.0; u_xlat13 = u_xlat13 * u_xlat2.x; u_xlat2.x = u_xlat12 * u_xlat13; u_xlat6.x = (-_PerspectiveFilter) + 1.0; u_xlat2.x = u_xlat6.x * u_xlat2.x; u_xlat12 = u_xlat12 * u_xlat13 + (-u_xlat2.x); u_xlat6.xyz = _WorldSpaceCameraPos.yyy * hlslcc_mtx4x4unity_WorldToObject[1].xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat6.xyz; u_xlat6.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat6.xyz; u_xlat6.xyz = u_xlat6.xyz + hlslcc_mtx4x4unity_WorldToObject[3].xyz; u_xlat0.z = in_POSITION0.z; u_xlat0.xyz = (-u_xlat0.xyz) + u_xlat6.xyz; u_xlat0.x = dot(in_NORMAL0.xyz, u_xlat0.xyz); u_xlati4 = int((0.0=in_TEXCOORD0.w; u_xlat12 = u_xlatb12 ? 1.0 : float(0.0); u_xlat1.x = (-_WeightNormal) + _WeightBold; u_xlat12 = u_xlat12 * u_xlat1.x + _WeightNormal; u_xlat12 = u_xlat12 * 0.25 + _FaceDilate; u_xlat12 = u_xlat12 * _ScaleRatioA; vs_TEXCOORD6.x = u_xlat12 * 0.5; vs_TEXCOORD1.xy = in_TEXCOORD1.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; vs_TEXCOORD2.z = u_xlat0.y; u_xlat1.xyz = in_TANGENT0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].yzx; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz; u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat12 = inversesqrt(u_xlat12); u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz; u_xlat3.xyz = u_xlat0.xyz * u_xlat1.xyz; u_xlat3.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat3.xyz); u_xlat4 = in_TANGENT0.w * unity_WorldTransformParams.w; u_xlat3.xyz = vec3(u_xlat4) * u_xlat3.xyz; vs_TEXCOORD2.y = u_xlat3.x; vs_TEXCOORD2.x = u_xlat1.z; vs_TEXCOORD3.z = u_xlat0.z; vs_TEXCOORD4.z = u_xlat0.x; vs_TEXCOORD3.x = u_xlat1.x; vs_TEXCOORD4.x = u_xlat1.y; vs_TEXCOORD3.y = u_xlat3.y; vs_TEXCOORD4.y = u_xlat3.z; vs_COLOR0 = in_COLOR0; u_xlat0.xyz = u_xlat6.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat6.xxx + u_xlat0.xyz; vs_TEXCOORD7.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat6.zzz + u_xlat0.xyz; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #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 _Time; uniform vec3 _WorldSpaceCameraPos; uniform mediump vec4 _WorldSpaceLightPos0; uniform mediump vec4 _LightColor0; uniform mediump vec4 _SpecColor; uniform float _FaceUVSpeedX; uniform float _FaceUVSpeedY; uniform mediump vec4 _FaceColor; uniform float _OutlineSoftness; uniform float _OutlineUVSpeedX; uniform float _OutlineUVSpeedY; uniform mediump vec4 _OutlineColor; uniform float _OutlineWidth; uniform float _Bevel; uniform float _BevelOffset; uniform float _BevelWidth; uniform float _BevelClamp; uniform float _BevelRoundness; uniform float _BumpOutline; uniform float _BumpFace; uniform mediump vec4 _GlowColor; uniform float _GlowOffset; uniform float _GlowOuter; uniform float _GlowInner; uniform float _GlowPower; uniform float _ShaderFlags; uniform float _ScaleRatioA; uniform float _ScaleRatioB; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform mediump float _FaceShininess; uniform mediump float _OutlineShininess; UNITY_LOCATION(0) uniform mediump sampler2D _MainTex; UNITY_LOCATION(1) uniform mediump sampler2D _FaceTex; UNITY_LOCATION(2) uniform mediump sampler2D _OutlineTex; UNITY_LOCATION(3) uniform mediump sampler2D _BumpMap; in highp vec4 vs_TEXCOORD0; in highp vec2 vs_TEXCOORD1; in highp vec2 vs_TEXCOORD6; in highp vec3 vs_TEXCOORD2; in highp vec3 vs_TEXCOORD3; in highp vec3 vs_TEXCOORD4; in highp vec3 vs_TEXCOORD5; in mediump vec4 vs_COLOR0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; mediump vec4 u_xlat16_2; vec4 u_xlat3; mediump vec4 u_xlat16_3; vec3 u_xlat4; mediump vec4 u_xlat16_4; vec4 u_xlat5; mediump vec4 u_xlat16_5; vec4 u_xlat6; mediump vec4 u_xlat16_7; mediump vec3 u_xlat16_8; float u_xlat9; mediump float u_xlat16_9; mediump vec3 u_xlat16_10; float u_xlat12; vec2 u_xlat13; bool u_xlatb13; mediump vec3 u_xlat16_17; float u_xlat18; bool u_xlatb18; vec2 u_xlat21; bool u_xlatb22; float u_xlat27; float u_xlat31; mediump float u_xlat16_34; void main() { u_xlat0.x = _GlowOffset * _ScaleRatioB; u_xlat0.x = u_xlat0.x * vs_TEXCOORD6.y; u_xlat16_9 = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat9 = (-u_xlat16_9) + 0.5; u_xlat9 = u_xlat9 + (-vs_TEXCOORD6.x); u_xlat9 = u_xlat9 * vs_TEXCOORD6.y + 0.5; u_xlat0.x = (-u_xlat0.x) * 0.5 + u_xlat9; u_xlatb18 = u_xlat0.x>=0.0; u_xlat18 = u_xlatb18 ? 1.0 : float(0.0); u_xlat27 = _GlowOuter * _ScaleRatioB + (-_GlowInner); u_xlat18 = u_xlat18 * u_xlat27 + _GlowInner; u_xlat18 = u_xlat18 * vs_TEXCOORD6.y; u_xlat27 = u_xlat18 * 0.5 + 1.0; u_xlat18 = u_xlat18 * 0.5; u_xlat18 = min(u_xlat18, 1.0); u_xlat18 = sqrt(u_xlat18); u_xlat0.x = u_xlat0.x / u_xlat27; u_xlat0.x = min(abs(u_xlat0.x), 1.0); u_xlat0.x = log2(u_xlat0.x); u_xlat0.x = u_xlat0.x * _GlowPower; u_xlat0.x = exp2(u_xlat0.x); u_xlat0.x = (-u_xlat0.x) + 1.0; u_xlat0.x = u_xlat18 * u_xlat0.x; u_xlat0.x = dot(_GlowColor.ww, u_xlat0.xx); u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); u_xlat18 = (-u_xlat0.x) * vs_COLOR0.w + 1.0; u_xlat0.x = u_xlat0.x * vs_COLOR0.w; u_xlat27 = _OutlineWidth * _ScaleRatioA; u_xlat27 = u_xlat27 * vs_TEXCOORD6.y; u_xlat16_1.x = u_xlat27 * 0.5 + u_xlat9; u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0); u_xlat16_10.x = min(u_xlat27, 1.0); u_xlat16_10.x = sqrt(u_xlat16_10.x); u_xlat16_1.x = u_xlat16_10.x * u_xlat16_1.x; u_xlat2.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD1.xy; u_xlat16_2 = texture(_OutlineTex, u_xlat2.xy); u_xlat2.xyz = u_xlat16_2.xyz * _OutlineColor.xyz; u_xlat3.x = vs_COLOR0.w * _OutlineColor.w; u_xlat12 = u_xlat16_2.w * u_xlat3.x; u_xlat21.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD0.zw; u_xlat16_4 = texture(_FaceTex, u_xlat21.xy); u_xlat5 = vs_COLOR0 * _FaceColor; u_xlat6 = u_xlat16_4 * u_xlat5; u_xlat16_10.xyz = u_xlat6.www * u_xlat6.xyz; u_xlat16_7.xyz = u_xlat2.xyz * vec3(u_xlat12) + (-u_xlat16_10.xyz); u_xlat16_7.w = u_xlat3.x * u_xlat16_2.w + (-u_xlat6.w); u_xlat16_1 = u_xlat16_1.xxxx * u_xlat16_7; u_xlat16_2.xyz = u_xlat6.xyz * u_xlat6.www + u_xlat16_1.xyz; u_xlat16_2.w = u_xlat5.w * u_xlat16_4.w + u_xlat16_1.w; u_xlat16_1.x = (-u_xlat27) * 0.5 + u_xlat9; u_xlat9 = u_xlat27 * 0.5 + u_xlat9; u_xlat9 = clamp(u_xlat9, 0.0, 1.0); u_xlat27 = _OutlineSoftness * _ScaleRatioA; u_xlat3.x = u_xlat27 * vs_TEXCOORD6.y; u_xlat16_10.x = u_xlat27 * vs_TEXCOORD6.y + 1.0; u_xlat16_1.x = u_xlat3.x * 0.5 + u_xlat16_1.x; u_xlat16_1.x = u_xlat16_1.x / u_xlat16_10.x; u_xlat16_1.x = clamp(u_xlat16_1.x, 0.0, 1.0); u_xlat16_1.x = (-u_xlat16_1.x) + 1.0; u_xlat16_3 = u_xlat16_1.xxxx * u_xlat16_2; u_xlat27 = (-u_xlat16_2.w) * u_xlat16_1.x + 1.0; u_xlat1.w = u_xlat27 * u_xlat0.x + u_xlat16_3.w; u_xlat27 = max(u_xlat16_3.w, 9.99999975e-05); u_xlat4.xyz = u_xlat16_3.xyz / vec3(u_xlat27); u_xlat4.xyz = u_xlat16_3.www * u_xlat4.xyz; u_xlat4.xyz = vec3(u_xlat18) * u_xlat4.xyz; u_xlat0.xzw = _GlowColor.xyz * u_xlat0.xxx + u_xlat4.xyz; u_xlat4.x = max(u_xlat1.w, 9.99999975e-05); u_xlat0.xzw = u_xlat0.xzw / u_xlat4.xxx; u_xlat16_7.xyz = u_xlat0.xzw * _LightColor0.xyz; u_xlat0.x = (-_BumpFace) + _BumpOutline; u_xlat0.x = u_xlat9 * u_xlat0.x + _BumpFace; u_xlat16_4.xyz = texture(_BumpMap, vs_TEXCOORD0.zw).xyz; u_xlat16_8.xyz = u_xlat16_4.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat0.xzw = u_xlat16_8.xyz * u_xlat0.xxx + vec3(-0.0, -0.0, -1.0); u_xlat0.xzw = u_xlat16_3.www * u_xlat0.xzw + vec3(0.0, 0.0, 1.0); u_xlat4.x = vs_TEXCOORD6.x + _BevelOffset; u_xlat5.xy = vec2(1.0, 1.0) / vec2(_TextureWidth, _TextureHeight); u_xlat5.z = 0.0; u_xlat2 = (-u_xlat5.xzzy) + vs_TEXCOORD0.xyxy; u_xlat3 = u_xlat5.xzzy + vs_TEXCOORD0.xyxy; u_xlat16_5.x = texture(_MainTex, u_xlat2.xy).w; u_xlat16_5.z = texture(_MainTex, u_xlat2.zw).w; u_xlat16_5.y = texture(_MainTex, u_xlat3.xy).w; u_xlat16_5.w = texture(_MainTex, u_xlat3.zw).w; u_xlat2 = u_xlat4.xxxx + u_xlat16_5; u_xlat2 = u_xlat2 + vec4(-0.5, -0.5, -0.5, -0.5); u_xlat4.x = _BevelWidth + _OutlineWidth; u_xlat4.x = max(u_xlat4.x, 0.00999999978); u_xlat2 = u_xlat2 / u_xlat4.xxxx; u_xlat4.x = u_xlat4.x * _Bevel; u_xlat4.x = u_xlat4.x * _GradientScale; u_xlat4.x = u_xlat4.x * -2.0; u_xlat2 = u_xlat2 + vec4(0.5, 0.5, 0.5, 0.5); u_xlat2 = clamp(u_xlat2, 0.0, 1.0); u_xlat3 = u_xlat2 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0); u_xlat3 = -abs(u_xlat3) + vec4(1.0, 1.0, 1.0, 1.0); u_xlat13.x = _ShaderFlags * 0.5; u_xlatb22 = u_xlat13.x>=(-u_xlat13.x); u_xlat13.x = fract(abs(u_xlat13.x)); u_xlat13.x = (u_xlatb22) ? u_xlat13.x : (-u_xlat13.x); u_xlatb13 = u_xlat13.x>=0.5; u_xlat2 = (bool(u_xlatb13)) ? u_xlat3 : u_xlat2; u_xlat3 = u_xlat2 * vec4(1.57079601, 1.57079601, 1.57079601, 1.57079601); u_xlat3 = sin(u_xlat3); u_xlat3 = (-u_xlat2) + u_xlat3; u_xlat2 = vec4(vec4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)) * u_xlat3 + u_xlat2; u_xlat13.x = (-_BevelClamp) + 1.0; u_xlat2 = min(u_xlat2, u_xlat13.xxxx); u_xlat13.xy = u_xlat4.xx * u_xlat2.xz; u_xlat2.yz = u_xlat2.wy * u_xlat4.xx + (-u_xlat13.yx); u_xlat2.x = float(-1.0); u_xlat2.w = float(1.0); u_xlat4.x = dot(u_xlat2.xy, u_xlat2.xy); u_xlat4.x = inversesqrt(u_xlat4.x); u_xlat13.x = dot(u_xlat2.zw, u_xlat2.zw); u_xlat13.x = inversesqrt(u_xlat13.x); u_xlat5.x = u_xlat2.z * u_xlat13.x; u_xlat5.yz = u_xlat13.xx * vec2(1.0, 0.0); u_xlat2.z = 0.0; u_xlat4.xyz = u_xlat4.xxx * u_xlat2.xyz; u_xlat6.xyz = u_xlat4.xyz * u_xlat5.xyz; u_xlat4.xyz = u_xlat5.zxy * u_xlat4.yzx + (-u_xlat6.xyz); u_xlat0.xzw = (-u_xlat0.xzw) + u_xlat4.xyz; u_xlat4.x = dot(u_xlat0.xzw, u_xlat0.xzw); u_xlat4.x = inversesqrt(u_xlat4.x); u_xlat0.xzw = u_xlat0.xzw * u_xlat4.xxx; u_xlat16_8.x = dot(vs_TEXCOORD2.xyz, (-u_xlat0.xzw)); u_xlat16_8.y = dot(vs_TEXCOORD3.xyz, (-u_xlat0.xzw)); u_xlat16_8.z = dot(vs_TEXCOORD4.xyz, (-u_xlat0.xzw)); u_xlat0.x = dot(u_xlat16_8.xyz, u_xlat16_8.xyz); u_xlat0.x = inversesqrt(u_xlat0.x); u_xlat0.xzw = u_xlat0.xxx * u_xlat16_8.xyz; u_xlat4.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz; u_xlat31 = dot(u_xlat4.xyz, u_xlat4.xyz); u_xlat31 = inversesqrt(u_xlat31); u_xlat16_8.xyz = u_xlat4.xyz * vec3(u_xlat31) + _WorldSpaceLightPos0.xyz; u_xlat16_34 = dot(u_xlat16_8.xyz, u_xlat16_8.xyz); u_xlat16_34 = inversesqrt(u_xlat16_34); u_xlat16_8.xyz = vec3(u_xlat16_34) * u_xlat16_8.xyz; u_xlat16_34 = dot(u_xlat0.xzw, u_xlat16_8.xyz); u_xlat16_8.x = dot(u_xlat0.xzw, _WorldSpaceLightPos0.xyz); u_xlat16_8.x = max(u_xlat16_8.x, 0.0); u_xlat16_34 = max(u_xlat16_34, 0.0); u_xlat0.x = log2(u_xlat16_34); u_xlat18 = (-_FaceShininess) + _OutlineShininess; u_xlat9 = u_xlat9 * u_xlat18 + _FaceShininess; u_xlat16_34 = u_xlat9 * 128.0; u_xlat0.x = u_xlat0.x * u_xlat16_34; u_xlat0.x = exp2(u_xlat0.x); u_xlat16_17.xyz = _LightColor0.xyz * _SpecColor.xyz; u_xlat0.xyz = u_xlat0.xxx * u_xlat16_17.xyz; u_xlat1.xyz = u_xlat16_7.xyz * u_xlat16_8.xxx + u_xlat0.xyz; SV_Target0 = u_xlat1; return; } #endif ?$Globalsð1_Time_WorldSpaceCameraPos_WorldSpaceLightPos0 _LightColor00 _SpecColor@ _FaceUVSpeedXP _FaceUVSpeedYT _FaceColor`_OutlineSoftnessp_OutlineUVSpeedXt_OutlineUVSpeedYx _OutlineColor€ _OutlineWidth�_Bevel” _BevelOffset˜ _BevelWidthœ _BevelClamp _BevelRoundness¤ _BumpOutline¨ _BumpFace¬ _GlowColor° _GlowOffsetÀ _GlowOuterÄ _GlowInnerÈ _GlowPowerÌ _ShaderFlagsÐ _ScaleRatioAÔ _ScaleRatioBØ _TextureWidthÜ_TextureHeightà_GradientScaleä_FaceShininessè_OutlineShininessì _FaceDilate0 _WeightNormal€ _WeightBold„ _ScaleRatioAˆ_VertexOffsetXŒ_VertexOffsetY�_GradientScale”_ScaleX˜_ScaleYœ_PerspectiveFilter  _Sharpness¤ _MainTex_ST° _FaceTex_STÀ_OutlineTex_STÐunity_MatrixVPð _EnvMatrix@_MainTex_FaceTex _OutlineTex_BumpMap$Globals