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OMG/Library/ShaderCache/shader/TMP_SDF Overlaydd89/01/dabbc09121d1a0f41574a9cc4364b2a9.bin

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<00>!#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 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 float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform vec4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;
uniform vec4 _FaceTex_ST;
uniform vec4 _OutlineTex_ST;
in vec4 in_POSITION0;
in vec3 in_NORMAL0;
in vec4 in_COLOR0;
in vec2 in_TEXCOORD0;
in vec2 in_TEXCOORD1;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
out vec4 vs_TEXCOORD1;
out vec4 vs_TEXCOORD2;
out vec3 vs_TEXCOORD3;
out vec4 vs_TEXCOORD5;
vec3 u_xlat0;
vec4 u_xlat1;
vec4 u_xlat2;
vec4 u_xlat3;
vec3 u_xlat6;
vec2 u_xlat8;
bool u_xlatb8;
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_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;
vs_COLOR0 = in_COLOR0;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
u_xlat8.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;
u_xlat8.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat8.xy;
u_xlat8.xy = abs(u_xlat8.xy) * vec2(_ScaleX, _ScaleY);
u_xlat8.xy = u_xlat2.ww / u_xlat8.xy;
u_xlat13 = dot(u_xlat8.xy, u_xlat8.xy);
u_xlat8.xy = vec2(_MaskSoftnessX, _MaskSoftnessY) * vec2(0.25, 0.25) + u_xlat8.xy;
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat8.xy;
u_xlat8.x = inversesqrt(u_xlat13);
u_xlat12 = abs(in_TEXCOORD1.y) * _GradientScale;
u_xlat13 = _Sharpness + 1.0;
u_xlat12 = u_xlat12 * u_xlat13;
u_xlat13 = u_xlat12 * u_xlat8.x;
u_xlat2.x = (-_PerspectiveFilter) + 1.0;
u_xlat2.x = abs(u_xlat13) * u_xlat2.x;
u_xlat8.x = u_xlat8.x * u_xlat12 + (-u_xlat2.x);
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_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
u_xlat12 = inversesqrt(u_xlat12);
u_xlat6.xyz = vec3(u_xlat12) * u_xlat3.xyz;
u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
u_xlat12 = inversesqrt(u_xlat12);
u_xlat3.xyz = vec3(u_xlat12) * u_xlat1.xyz;
u_xlat12 = dot(u_xlat6.xyz, u_xlat3.xyz);
u_xlat8.x = abs(u_xlat12) * u_xlat8.x + u_xlat2.x;
u_xlatb12 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0;
u_xlat6.x = (u_xlatb12) ? u_xlat8.x : u_xlat13;
u_xlatb8 = 0.0>=in_TEXCOORD1.y;
u_xlat8.x = u_xlatb8 ? 1.0 : float(0.0);
u_xlat12 = (-_WeightNormal) + _WeightBold;
u_xlat8.x = u_xlat8.x * u_xlat12 + _WeightNormal;
u_xlat8.x = u_xlat8.x * 0.25 + _FaceDilate;
u_xlat8.x = u_xlat8.x * _ScaleRatioA;
u_xlat6.z = u_xlat8.x * 0.5;
vs_TEXCOORD1.yw = u_xlat6.xz;
u_xlat12 = 0.5 / u_xlat6.x;
u_xlat13 = (-_OutlineWidth) * _ScaleRatioA + 1.0;
u_xlat13 = (-_OutlineSoftness) * _ScaleRatioA + u_xlat13;
u_xlat13 = u_xlat13 * 0.5 + (-u_xlat12);
vs_TEXCOORD1.x = (-u_xlat8.x) * 0.5 + u_xlat13;
u_xlat8.x = (-u_xlat8.x) * 0.5 + 0.5;
vs_TEXCOORD1.z = u_xlat12 + u_xlat8.x;
u_xlat2 = max(_ClipRect, vec4(-2e+10, -2e+10, -2e+10, -2e+10));
u_xlat2 = min(u_xlat2, vec4(2e+10, 2e+10, 2e+10, 2e+10));
u_xlat0.xy = u_xlat0.xy * vec2(2.0, 2.0) + (-u_xlat2.xy);
vs_TEXCOORD2.xy = (-u_xlat2.zw) + 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.x = in_TEXCOORD1.x * 0.000244140625;
u_xlat8.x = floor(u_xlat0.x);
u_xlat8.y = (-u_xlat8.x) * 4096.0 + in_TEXCOORD1.x;
u_xlat0.xy = u_xlat8.xy * vec2(0.001953125, 0.001953125);
vs_TEXCOORD5.xy = u_xlat0.xy * _FaceTex_ST.xy + _FaceTex_ST.zw;
vs_TEXCOORD5.zw = u_xlat0.xy * _OutlineTex_ST.xy + _OutlineTex_ST.zw;
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 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 vec4 _FaceColor;
uniform float _OutlineSoftness;
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform vec4 _OutlineColor;
uniform float _OutlineWidth;
uniform float _ScaleRatioA;
UNITY_LOCATION(0) uniform sampler2D _MainTex;
UNITY_LOCATION(1) uniform sampler2D _FaceTex;
UNITY_LOCATION(2) uniform sampler2D _OutlineTex;
in vec4 vs_COLOR0;
in vec2 vs_TEXCOORD0;
in vec4 vs_TEXCOORD1;
in vec4 vs_TEXCOORD5;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat0;
bool u_xlatb0;
vec4 u_xlat1;
vec3 u_xlat2;
vec4 u_xlat3;
float u_xlat4;
vec2 u_xlat8;
float u_xlat12;
void main()
{
u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
u_xlat0.x = u_xlat0.w + (-vs_TEXCOORD1.x);
u_xlat4 = (-u_xlat0.w) + vs_TEXCOORD1.z;
u_xlatb0 = u_xlat0.x<0.0;
if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
u_xlat0.x = _OutlineWidth * _ScaleRatioA;
u_xlat0.x = u_xlat0.x * vs_TEXCOORD1.y;
u_xlat8.x = min(u_xlat0.x, 1.0);
u_xlat0.x = u_xlat0.x * 0.5;
u_xlat8.x = sqrt(u_xlat8.x);
u_xlat12 = u_xlat4 * vs_TEXCOORD1.y + u_xlat0.x;
u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
u_xlat0.x = u_xlat4 * vs_TEXCOORD1.y + (-u_xlat0.x);
u_xlat4 = u_xlat8.x * u_xlat12;
u_xlat8.xy = vec2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.yy + vs_TEXCOORD5.zw;
u_xlat1 = texture(_OutlineTex, u_xlat8.xy);
u_xlat1 = u_xlat1 * _OutlineColor;
u_xlat1.xyz = u_xlat1.www * u_xlat1.xyz;
u_xlat2.xyz = vs_COLOR0.xyz * _FaceColor.xyz;
u_xlat8.xy = vec2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.yy + vs_TEXCOORD5.xy;
u_xlat3 = texture(_FaceTex, u_xlat8.xy);
u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz;
u_xlat3.w = u_xlat3.w * _FaceColor.w;
u_xlat3.xyz = u_xlat2.xyz * u_xlat3.www;
u_xlat1 = u_xlat1 + (-u_xlat3);
u_xlat1 = vec4(u_xlat4) * u_xlat1 + u_xlat3;
u_xlat4 = _OutlineSoftness * _ScaleRatioA;
u_xlat8.x = u_xlat4 * vs_TEXCOORD1.y;
u_xlat4 = u_xlat4 * vs_TEXCOORD1.y + 1.0;
u_xlat0.x = u_xlat8.x * 0.5 + u_xlat0.x;
u_xlat0.x = u_xlat0.x / u_xlat4;
u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
u_xlat0.x = (-u_xlat0.x) + 1.0;
u_xlat0 = u_xlat0.xxxx * u_xlat1;
SV_Target0 = u_xlat0 * vs_COLOR0.wwww;
return;
}
#endif
;$GlobalsX _Time _FaceUVSpeedX _FaceUVSpeedY
_FaceColor _OutlineSoftness0_OutlineUVSpeedX4_OutlineUVSpeedY8 _OutlineColor@ _OutlineWidthP _ScaleRatioAT _FaceDilate _OutlineSoftness$ _OutlineWidth( _WeightNormalp _WeightBoldt _ScaleRatioAx_VertexOffsetX|_VertexOffsetY<00> _ClipRect<00>_MaskSoftnessX<00>_MaskSoftnessY<00>_GradientScale<00>_ScaleX<00>_ScaleY<00>_PerspectiveFilter<00>
_Sharpness<00> _FaceTex_ST<00>_OutlineTex_ST<00>unity_WorldToObject`glstate_matrix_projection<00>unity_MatrixVP<00>
_EnvMatrix0_MainTex_FaceTex _OutlineTex$Globals