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OMG/Library/ShaderCache/shader/TMP_Bitmap-Mobile1e3b/01/8574abd8b6b7909ff9e6ec5c4643bfc5.bin

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{ #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 _ScreenParams;
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform vec4 _Color;
uniform float _DiffusePower;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform vec4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
in vec4 in_POSITION0;
in vec4 in_COLOR0;
in vec2 in_TEXCOORD0;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
out vec4 vs_TEXCOORD2;
vec2 u_xlat0;
vec4 u_xlat1;
vec4 u_xlat2;
vec2 u_xlat6;
void main()
{
u_xlat0.x = in_POSITION0.w * 0.5;
u_xlat0.xy = u_xlat0.xx / _ScreenParams.xy;
u_xlat6.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY);
u_xlat0.xy = u_xlat0.xy + u_xlat6.xy;
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_xlat1 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
u_xlat6.xy = u_xlat1.xy / u_xlat1.ww;
u_xlat1.xy = _ScreenParams.xy * vec2(0.5, 0.5);
u_xlat6.xy = u_xlat6.xy * u_xlat1.xy;
u_xlat6.xy = roundEven(u_xlat6.xy);
u_xlat6.xy = u_xlat6.xy / u_xlat1.xy;
gl_Position.xy = u_xlat1.ww * u_xlat6.xy;
gl_Position.zw = u_xlat1.zw;
u_xlat6.xy = vec2(_MaskSoftnessX, _MaskSoftnessY) * vec2(0.25, 0.25) + u_xlat1.ww;
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat6.xy;
u_xlat1 = in_COLOR0 * _Color;
vs_COLOR0.xyz = u_xlat1.xyz * vec3(_DiffusePower);
vs_COLOR0.w = u_xlat1.w;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
u_xlat1 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10));
u_xlat1 = min(u_xlat1, vec4(2e+10, 2e+10, 2e+10, 2e+10));
u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat1.xy);
vs_TEXCOORD2.xy = (-u_xlat1.zw) + u_xlat0.xy;
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 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 sampler2D _MainTex;
in vec4 vs_COLOR0;
in vec2 vs_TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat0;
void main()
{
u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
SV_Target0.w = u_xlat0.w * vs_COLOR0.w;
SV_Target0.xyz = vs_COLOR0.xyz;
return;
}
#endif
$Globals<6C>
_ScreenParams_Color<00> _DiffusePower<00>_VertexOffsetX<00>_VertexOffsetY<00> _ClipRect<00>_MaskSoftnessX<00>_MaskSoftnessY<00>unity_ObjectToWorldunity_MatrixVPP_MainTex$Globals