ðJºu BEVEL_ON UNDERLAY_ONØ?#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 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _FaceDilate; uniform float _OutlineSoftness; uniform float _OutlineWidth; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; uniform mediump vec4 _UnderlayColor; uniform float _UnderlayOffsetX; uniform float _UnderlayOffsetY; uniform float _UnderlayDilate; uniform float _UnderlaySoftness; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _ScaleRatioC; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform vec4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; in highp vec4 in_POSITION0; in highp vec3 in_NORMAL0; in mediump vec4 in_COLOR0; in highp vec4 in_TEXCOORD0; in highp vec2 in_TEXCOORD1; out mediump vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; out highp vec4 vs_TEXCOORD1; highp vec4 vs_TEXCOORD2; out highp vec3 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec4 vs_COLOR1; out highp vec4 vs_TEXCOORD5; vec4 u_xlat0; vec4 u_xlat1; vec4 u_xlat2; bvec3 u_xlatb2; vec4 u_xlat3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; vec3 u_xlat6; float u_xlat7; vec3 u_xlat9; vec2 u_xlat14; float u_xlat16; float u_xlat22; bool u_xlatb22; 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_xlat1.xyz = (-u_xlat1.xyz) + _WorldSpaceCameraPos.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; u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; gl_Position = u_xlat2; u_xlat16_4.xyz = in_COLOR0.xyz * vec3(0.265884995, 0.265884995, 0.265884995) + vec3(0.736584008, 0.736584008, 0.736584008); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(-0.00980184041, -0.00980184041, -0.00980184041); u_xlat16_4.xyz = in_COLOR0.xyz * u_xlat16_4.xyz + vec3(0.00319697009, 0.00319697009, 0.00319697009); u_xlat16_5.xyz = in_COLOR0.xyz * vec3(0.0849710032, 0.0849710032, 0.0849710032) + vec3(-0.000163029006, -0.000163029006, -0.000163029006); u_xlatb2.xyz = lessThan(in_COLOR0.xyzx, vec4(0.0725490004, 0.0725490004, 0.0725490004, 0.0)).xyz; { vec3 hlslcc_movcTemp = u_xlat16_4; hlslcc_movcTemp.x = (u_xlatb2.x) ? u_xlat16_5.x : u_xlat16_4.x; hlslcc_movcTemp.y = (u_xlatb2.y) ? u_xlat16_5.y : u_xlat16_4.y; hlslcc_movcTemp.z = (u_xlatb2.z) ? u_xlat16_5.z : u_xlat16_4.z; u_xlat16_4 = hlslcc_movcTemp; } vs_COLOR0.xyz = (int(_UIVertexColorAlwaysGammaSpace) != 0) ? u_xlat16_4.xyz : in_COLOR0.xyz; vs_COLOR0.w = in_COLOR0.w; vs_TEXCOORD0.xy = in_TEXCOORD0.xy; u_xlat14.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat14.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat14.xy; u_xlat14.xy = abs(u_xlat14.xy) * vec2(_ScaleX, _ScaleY); u_xlat14.xy = u_xlat2.ww / u_xlat14.xy; u_xlat22 = dot(u_xlat14.xy, u_xlat14.xy); u_xlat22 = inversesqrt(u_xlat22); u_xlat2.x = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat9.x = _Sharpness + 1.0; u_xlat2.x = u_xlat9.x * u_xlat2.x; u_xlat9.x = u_xlat22 * u_xlat2.x; u_xlat16 = (-_PerspectiveFilter) + 1.0; u_xlat16 = u_xlat16 * abs(u_xlat9.x); u_xlat22 = u_xlat22 * u_xlat2.x + (-u_xlat16); u_xlat3.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); u_xlat3.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); u_xlat3.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); u_xlat2.x = dot(u_xlat3.xyz, u_xlat3.xyz); u_xlat2.x = inversesqrt(u_xlat2.x); u_xlat3.xyz = u_xlat2.xxx * u_xlat3.xyz; u_xlat2.x = dot(u_xlat1.xyz, u_xlat1.xyz); u_xlat2.x = inversesqrt(u_xlat2.x); u_xlat6.xyz = u_xlat1.xyz * u_xlat2.xxx; u_xlat2.x = dot(u_xlat3.xyz, u_xlat6.xyz); u_xlat22 = abs(u_xlat2.x) * u_xlat22 + u_xlat16; u_xlatb2.x = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0; u_xlat9.x = (u_xlatb2.x) ? u_xlat22 : u_xlat9.x; u_xlatb22 = 0.0>=in_TEXCOORD0.w; u_xlat22 = u_xlatb22 ? 1.0 : float(0.0); u_xlat2.x = (-_WeightNormal) + _WeightBold; u_xlat22 = u_xlat22 * u_xlat2.x + _WeightNormal; u_xlat22 = u_xlat22 * 0.25 + _FaceDilate; u_xlat22 = u_xlat22 * _ScaleRatioA; u_xlat9.z = u_xlat22 * 0.5; vs_TEXCOORD1.yw = u_xlat9.xz; u_xlat2.x = 0.5 / u_xlat9.x; u_xlat16 = (-_OutlineWidth) * _ScaleRatioA + 1.0; u_xlat16 = (-_OutlineSoftness) * _ScaleRatioA + u_xlat16; u_xlat16 = u_xlat16 * 0.5 + (-u_xlat2.x); vs_TEXCOORD1.x = (-u_xlat22) * 0.5 + u_xlat16; u_xlat22 = (-u_xlat22) * 0.5 + 0.5; vs_TEXCOORD1.z = u_xlat2.x + u_xlat22; u_xlat3 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10)); u_xlat3 = min(u_xlat3, vec4(2e+10, 2e+10, 2e+10, 2e+10)); u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat3.xy); vs_TEXCOORD2.xy = (-u_xlat3.zw) + u_xlat0.xy; u_xlat0.xy = max(vec2(_MaskSoftnessX, _MaskSoftnessY), vec2(_UIMaskSoftnessX, _UIMaskSoftnessY)); u_xlat0.xy = u_xlat0.xy * vec2(0.25, 0.25) + u_xlat14.xy; vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat0.xy; u_xlat0.xyz = u_xlat1.yyy * hlslcc_mtx4x4_EnvMatrix[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4_EnvMatrix[0].xyz * u_xlat1.xxx + u_xlat0.xyz; vs_TEXCOORD3.xyz = hlslcc_mtx4x4_EnvMatrix[2].xyz * u_xlat1.zzz + u_xlat0.xyz; u_xlat0 = vec4(_UnderlaySoftness, _UnderlayDilate, _UnderlayOffsetX, _UnderlayOffsetY) * vec4(vec4(_ScaleRatioC, _ScaleRatioC, _ScaleRatioC, _ScaleRatioC)); u_xlat0.x = u_xlat0.x * u_xlat9.x + 1.0; u_xlat0.x = u_xlat9.x / u_xlat0.x; u_xlat1.x = u_xlat22 * u_xlat0.x + -0.5; u_xlat7 = u_xlat0.x * u_xlat0.y; u_xlat14.xy = (-u_xlat0.zw) * vec2(_GradientScale); u_xlat14.xy = u_xlat14.xy / vec2(_TextureWidth, _TextureHeight); vs_TEXCOORD4.xy = u_xlat14.xy + in_TEXCOORD0.xy; vs_TEXCOORD4.z = u_xlat0.x; vs_TEXCOORD4.w = (-u_xlat7) * 0.5 + u_xlat1.x; u_xlat0.xyz = _UnderlayColor.www * _UnderlayColor.xyz; vs_COLOR1.xyz = u_xlat0.xyz; vs_COLOR1.w = _UnderlayColor.w; vs_TEXCOORD5.xy = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; vs_TEXCOORD5.zw = in_TEXCOORD1.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw; 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 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 _ReflectFaceColor; uniform mediump vec4 _ReflectOutlineColor; uniform mediump vec4 _SpecularColor; uniform float _LightAngle; uniform float _SpecularPower; uniform float _Reflectivity; uniform float _Diffuse; uniform float _Ambient; uniform float _ShaderFlags; uniform float _ScaleRatioA; uniform float _TextureWidth; uniform float _TextureHeight; uniform float _GradientScale; 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; UNITY_LOCATION(4) uniform mediump samplerCube _Cube; in mediump vec4 vs_COLOR0; in highp vec2 vs_TEXCOORD0; in highp vec4 vs_TEXCOORD1; in highp vec3 vs_TEXCOORD3; in highp vec4 vs_TEXCOORD4; in mediump vec4 vs_COLOR1; in highp vec4 vs_TEXCOORD5; 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; vec3 u_xlat3; mediump vec4 u_xlat16_3; mediump vec3 u_xlat16_4; vec4 u_xlat5; mediump vec4 u_xlat16_5; mediump vec3 u_xlat16_6; vec3 u_xlat7; float u_xlat8; float u_xlat9; float u_xlat10; bool u_xlatb10; vec2 u_xlat11; mediump float u_xlat16_13; float u_xlat18; bool u_xlatb19; mediump float u_xlat16_22; float u_xlat27; mediump float u_xlat16_27; float u_xlat30; void main() { u_xlat0.x = vs_TEXCOORD1.w + _BevelOffset; u_xlat1.xy = vec2(0.5, 0.5) / vec2(_TextureWidth, _TextureHeight); u_xlat1.z = 0.0; u_xlat2 = (-u_xlat1.xzzy) + vs_TEXCOORD0.xyxy; u_xlat1 = u_xlat1.xzzy + vs_TEXCOORD0.xyxy; u_xlat16_3.x = texture(_MainTex, u_xlat2.xy).w; u_xlat16_3.z = texture(_MainTex, u_xlat2.zw).w; u_xlat16_3.y = texture(_MainTex, u_xlat1.xy).w; u_xlat16_3.w = texture(_MainTex, u_xlat1.zw).w; u_xlat0 = u_xlat0.xxxx + u_xlat16_3; u_xlat0 = u_xlat0 + vec4(-0.5, -0.5, -0.5, -0.5); u_xlat1.x = _BevelWidth + _OutlineWidth; u_xlat1.x = max(u_xlat1.x, 0.00999999978); u_xlat0 = u_xlat0 / u_xlat1.xxxx; u_xlat1.x = u_xlat1.x * _Bevel; u_xlat1.x = u_xlat1.x * _GradientScale; u_xlat1.x = u_xlat1.x * -2.0; u_xlat0 = u_xlat0 + vec4(0.5, 0.5, 0.5, 0.5); u_xlat0 = clamp(u_xlat0, 0.0, 1.0); u_xlat2 = u_xlat0 * vec4(2.0, 2.0, 2.0, 2.0) + vec4(-1.0, -1.0, -1.0, -1.0); u_xlat2 = -abs(u_xlat2) + vec4(1.0, 1.0, 1.0, 1.0); u_xlat10 = _ShaderFlags * 0.5; u_xlatb19 = u_xlat10>=(-u_xlat10); u_xlat10 = fract(abs(u_xlat10)); u_xlat10 = (u_xlatb19) ? u_xlat10 : (-u_xlat10); u_xlatb10 = u_xlat10>=0.5; u_xlat0 = (bool(u_xlatb10)) ? u_xlat2 : u_xlat0; u_xlat2 = u_xlat0 * vec4(1.57079601, 1.57079601, 1.57079601, 1.57079601); u_xlat2 = sin(u_xlat2); u_xlat2 = (-u_xlat0) + u_xlat2; u_xlat0 = vec4(vec4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)) * u_xlat2 + u_xlat0; u_xlat10 = (-_BevelClamp) + 1.0; u_xlat0 = min(u_xlat0, vec4(u_xlat10)); u_xlat0.xz = u_xlat1.xx * u_xlat0.xz; u_xlat0.yz = u_xlat0.wy * u_xlat1.xx + (-u_xlat0.zx); u_xlat0.x = float(-1.0); u_xlat0.w = float(1.0); u_xlat1.x = dot(u_xlat0.xy, u_xlat0.xy); u_xlat1.x = inversesqrt(u_xlat1.x); u_xlat27 = dot(u_xlat0.zw, u_xlat0.zw); u_xlat27 = inversesqrt(u_xlat27); u_xlat2.x = u_xlat27 * u_xlat0.z; u_xlat2.yz = vec2(u_xlat27) * vec2(1.0, 0.0); u_xlat0.z = 0.0; u_xlat0.xyz = u_xlat1.xxx * u_xlat0.xyz; u_xlat1.xyz = u_xlat0.xyz * u_xlat2.xyz; u_xlat0.xyz = u_xlat2.zxy * u_xlat0.yzx + (-u_xlat1.xyz); u_xlat1.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD5.xy; u_xlat16_2.xyz = texture(_BumpMap, u_xlat1.xy).xyz; u_xlat16_1 = texture(_FaceTex, u_xlat1.xy); u_xlat16_4.xyz = u_xlat16_2.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0); u_xlat27 = (-_BumpFace) + _BumpOutline; u_xlat16_2.x = texture(_MainTex, vs_TEXCOORD0.xy).w; u_xlat2.x = (-u_xlat16_2.x) + vs_TEXCOORD1.z; u_xlat2.z = _OutlineWidth * _ScaleRatioA; u_xlat11.xy = u_xlat2.xz * vs_TEXCOORD1.yy; u_xlat11.x = u_xlat11.y * 0.5 + u_xlat11.x; u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0); u_xlat27 = u_xlat11.x * u_xlat27 + _BumpFace; u_xlat0.xyz = (-u_xlat16_4.xyz) * vec3(u_xlat27) + u_xlat0.xyz; u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz); u_xlat27 = inversesqrt(u_xlat27); u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz; u_xlat27 = dot(vs_TEXCOORD3.xyz, (-u_xlat0.xyz)); u_xlat27 = u_xlat27 + u_xlat27; u_xlat3.xyz = u_xlat0.xyz * vec3(u_xlat27) + vs_TEXCOORD3.xyz; u_xlat16_3.xyz = texture(_Cube, u_xlat3.xyz).xyz; u_xlat5.xyz = (-_ReflectFaceColor.xyz) + _ReflectOutlineColor.xyz; u_xlat5.xyz = u_xlat11.xxx * u_xlat5.xyz + _ReflectFaceColor.xyz; u_xlat3.xyz = u_xlat16_3.xyz * u_xlat5.xyz; u_xlat16_4.x = min(u_xlat11.y, 1.0); u_xlat16_13 = u_xlat11.y * 0.5; u_xlat16_4.x = sqrt(u_xlat16_4.x); u_xlat16_22 = u_xlat2.x * vs_TEXCOORD1.y + u_xlat16_13; u_xlat16_22 = clamp(u_xlat16_22, 0.0, 1.0); u_xlat16_13 = u_xlat2.x * vs_TEXCOORD1.y + (-u_xlat16_13); u_xlat16_4.x = u_xlat16_4.x * u_xlat16_22; u_xlat16_6.xyz = vs_COLOR0.xyz * _FaceColor.xyz; u_xlat1.xyz = u_xlat16_1.xyz * u_xlat16_6.xyz; u_xlat27 = u_xlat16_1.w * _FaceColor.w; u_xlat16_6.xyz = vec3(u_xlat27) * u_xlat1.xyz; u_xlat2.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD5.zw; u_xlat16_2 = texture(_OutlineTex, u_xlat2.xy); u_xlat5 = u_xlat16_2 * _OutlineColor; u_xlat16_2.w = _OutlineColor.w * u_xlat16_2.w + (-u_xlat27); u_xlat16_2.xyz = u_xlat5.xyz * u_xlat5.www + (-u_xlat16_6.xyz); u_xlat16_2 = u_xlat16_2 * u_xlat16_4.xxxx; u_xlat16_5.xyz = u_xlat1.xyz * vec3(u_xlat27) + u_xlat16_2.xyz; u_xlat16_5.w = _FaceColor.w * u_xlat16_1.w + u_xlat16_2.w; u_xlat27 = _OutlineSoftness * _ScaleRatioA; u_xlat1.x = u_xlat27 * vs_TEXCOORD1.y; u_xlat16_4.x = u_xlat27 * vs_TEXCOORD1.y + 1.0; u_xlat16_13 = u_xlat1.x * 0.5 + u_xlat16_13; u_xlat16_4.x = u_xlat16_13 / u_xlat16_4.x; u_xlat16_4.x = clamp(u_xlat16_4.x, 0.0, 1.0); u_xlat16_4.x = (-u_xlat16_4.x) + 1.0; u_xlat16_1 = u_xlat16_4.xxxx * u_xlat16_5; u_xlat16_4.x = (-u_xlat16_5.w) * u_xlat16_4.x + 1.0; u_xlat3.xyz = u_xlat16_1.www * u_xlat3.xyz; u_xlat7.x = sin(_LightAngle); u_xlat8 = cos(_LightAngle); u_xlat7.y = u_xlat8; u_xlat7.z = -1.0; u_xlat27 = dot(u_xlat7.xyz, u_xlat7.xyz); u_xlat27 = inversesqrt(u_xlat27); u_xlat7.xyz = vec3(u_xlat27) * u_xlat7.xyz; u_xlat0.x = dot(u_xlat0.xyz, u_xlat7.xyz); u_xlat9 = u_xlat0.z * u_xlat0.z; u_xlat18 = max(u_xlat0.x, 0.0); u_xlat0.x = (-u_xlat0.x) * _Diffuse + 1.0; u_xlat18 = log2(u_xlat18); u_xlat18 = u_xlat18 * _Reflectivity; u_xlat18 = exp2(u_xlat18); u_xlat7.xyz = vec3(u_xlat18) * _SpecularColor.xyz; u_xlat7.xyz = u_xlat7.xyz * vec3(vec3(_SpecularPower, _SpecularPower, _SpecularPower)); u_xlat7.xyz = u_xlat7.xyz * u_xlat16_1.www + u_xlat16_1.xyz; u_xlat0.xzw = u_xlat0.xxx * u_xlat7.xyz; u_xlat30 = (-_Ambient) + 1.0; u_xlat9 = u_xlat9 * u_xlat30 + _Ambient; u_xlat0.xyz = u_xlat0.xzw * vec3(u_xlat9) + u_xlat3.xyz; u_xlat16_27 = texture(_MainTex, vs_TEXCOORD4.xy).w; u_xlat27 = u_xlat16_27 * vs_TEXCOORD4.z + (-vs_TEXCOORD4.w); u_xlat27 = clamp(u_xlat27, 0.0, 1.0); u_xlat2 = vec4(u_xlat27) * vs_COLOR1; u_xlat0.xyz = u_xlat2.xyz * u_xlat16_4.xxx + u_xlat0.xyz; u_xlat0.w = u_xlat2.w * u_xlat16_4.x + u_xlat16_1.w; SV_Target0 = u_xlat0 * vs_COLOR0.wwww; return; } #endif ;$GlobalsÈ<_Time _FaceUVSpeedX _FaceUVSpeedY _FaceColor _OutlineSoftness0_OutlineUVSpeedX4_OutlineUVSpeedY8 _OutlineColor@ _OutlineWidthP_BevelT _BevelOffsetX _BevelWidth\ _BevelClamp`_BevelRoundnessd _BumpOutlineh _BumpFacel_ReflectFaceColorp_ReflectOutlineColor€_SpecularColor� _LightAngle _SpecularPower¤ _Reflectivity¨_Diffuse¬_Ambient° _ShaderFlags´ _ScaleRatioA¸ _TextureWidth¼_TextureHeightÀ_GradientScaleÄ _FaceDilate _OutlineSoftness$ _OutlineWidth(_UnderlayColorp_UnderlayOffsetX€_UnderlayOffsetY„_UnderlayDilateˆ_UnderlaySoftnessŒ _WeightNormal� _WeightBold” _ScaleRatioA˜ _ScaleRatioCœ_VertexOffsetX _VertexOffsetY¤ _ClipRect°_MaskSoftnessXÀ_MaskSoftnessYÄ _TextureWidthÈ_TextureHeightÌ_GradientScaleÐ_ScaleXÔ_ScaleYØ_PerspectiveFilterÜ _Sharpnessà _FaceTex_STð_OutlineTex_ST_UIMaskSoftnessX_UIMaskSoftnessY_UIVertexColorAlwaysGammaSpaceunity_MatrixVPà _EnvMatrix0_MainTex_FaceTex _OutlineTex_BumpMap_Cube$Globals