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OMG/Library/ShaderCache/shader/TMP_SDF-Mobilefe39/01/9c2c70e14bd8cc696dc5477ed9d53f3b.bin

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UNITY_UI_ALPHACLIPUNITY_UI_CLIP_RECT#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 vec4 _FaceColor;
uniform float _FaceDilate;
uniform float _OutlineSoftness;
uniform vec4 _OutlineColor;
uniform float _OutlineWidth;
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;
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 vec4 vs_COLOR1;
out vec4 vs_TEXCOORD0;
out vec4 vs_TEXCOORD1;
out vec4 vs_TEXCOORD2;
vec2 u_xlat0;
bool u_xlatb0;
vec4 u_xlat1;
vec4 u_xlat2;
vec4 u_xlat3;
vec4 u_xlat4;
float u_xlat5;
vec2 u_xlat6;
float u_xlat10;
float u_xlat11;
float u_xlat15;
bool u_xlatb15;
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_xlat3 = in_COLOR0 * _FaceColor;
u_xlat3.xyz = u_xlat3.www * u_xlat3.xyz;
vs_COLOR0 = u_xlat3;
u_xlat4.w = in_COLOR0.w * _OutlineColor.w;
u_xlat4.xyz = u_xlat4.www * _OutlineColor.xyz;
u_xlat4 = (-u_xlat3) + u_xlat4;
u_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
u_xlat10 = inversesqrt(u_xlat10);
u_xlat1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
u_xlat2.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz);
u_xlat2.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz);
u_xlat2.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz);
u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
u_xlat10 = inversesqrt(u_xlat10);
u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
u_xlat10 = dot(u_xlat2.xyz, u_xlat1.xyz);
u_xlat1.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy;
u_xlat1.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat1.xy;
u_xlat1.xy = abs(u_xlat1.xy) * vec2(_ScaleX, _ScaleY);
u_xlat1.xy = u_xlat2.ww / u_xlat1.xy;
u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
u_xlat1.xy = vec2(_MaskSoftnessX, _MaskSoftnessY) * vec2(0.25, 0.25) + u_xlat1.xy;
vs_TEXCOORD2.zw = vec2(0.25, 0.25) / u_xlat1.xy;
u_xlat15 = inversesqrt(u_xlat15);
u_xlat1.x = abs(in_TEXCOORD1.y) * _GradientScale;
u_xlat6.x = _Sharpness + 1.0;
u_xlat1.x = u_xlat6.x * u_xlat1.x;
u_xlat6.x = u_xlat15 * u_xlat1.x;
u_xlat11 = (-_PerspectiveFilter) + 1.0;
u_xlat11 = u_xlat11 * abs(u_xlat6.x);
u_xlat15 = u_xlat15 * u_xlat1.x + (-u_xlat11);
u_xlat10 = abs(u_xlat10) * u_xlat15 + u_xlat11;
u_xlatb15 = hlslcc_mtx4x4glstate_matrix_projection[3].w==0.0;
u_xlat10 = (u_xlatb15) ? u_xlat10 : u_xlat6.x;
u_xlat15 = _OutlineSoftness * _ScaleRatioA;
u_xlat15 = u_xlat15 * u_xlat10 + 1.0;
u_xlat1.x = u_xlat10 / u_xlat15;
u_xlat10 = _OutlineWidth * _ScaleRatioA;
u_xlat10 = u_xlat10 * 0.5;
u_xlat15 = u_xlat1.x * u_xlat10;
u_xlat15 = u_xlat15 + u_xlat15;
u_xlat15 = min(u_xlat15, 1.0);
u_xlat15 = sqrt(u_xlat15);
vs_COLOR1 = vec4(u_xlat15) * u_xlat4 + u_xlat3;
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_xlat6.xy = u_xlat0.xy + (-u_xlat2.xy);
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.xy = (-u_xlat2.xy) + u_xlat2.zw;
vs_TEXCOORD0.zw = u_xlat6.xy / u_xlat0.xy;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
u_xlatb0 = 0.0>=in_TEXCOORD1.y;
u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
u_xlat5 = (-_WeightNormal) + _WeightBold;
u_xlat0.x = u_xlat0.x * u_xlat5 + _WeightNormal;
u_xlat0.x = u_xlat0.x * 0.25 + _FaceDilate;
u_xlat0.x = u_xlat0.x * _ScaleRatioA;
u_xlat0.x = (-u_xlat0.x) * 0.5 + 0.5;
u_xlat1.w = u_xlat0.x * u_xlat1.x + -0.5;
vs_TEXCOORD1.y = (-u_xlat10) * u_xlat1.x + u_xlat1.w;
vs_TEXCOORD1.z = u_xlat10 * u_xlat1.x + u_xlat1.w;
vs_TEXCOORD1.xw = u_xlat1.xw;
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 _ClipRect;
UNITY_LOCATION(0) uniform sampler2D _MainTex;
in vec4 vs_COLOR0;
in vec4 vs_TEXCOORD0;
in vec4 vs_TEXCOORD1;
in vec4 vs_TEXCOORD2;
layout(location = 0) out vec4 SV_Target0;
vec2 u_xlat0;
bool u_xlatb0;
vec4 u_xlat1;
float u_xlat2;
void main()
{
u_xlat0.xy = (-_ClipRect.xy) + _ClipRect.zw;
u_xlat0.xy = u_xlat0.xy + -abs(vs_TEXCOORD2.xy);
u_xlat0.xy = u_xlat0.xy * vs_TEXCOORD2.zw;
u_xlat0.xy = clamp(u_xlat0.xy, 0.0, 1.0);
u_xlat0.x = u_xlat0.y * u_xlat0.x;
u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
u_xlat2 = u_xlat1.w * vs_TEXCOORD1.x + (-vs_TEXCOORD1.w);
u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
u_xlat1 = vec4(u_xlat2) * vs_COLOR0;
u_xlat2 = u_xlat1.w * u_xlat0.x + -0.00100000005;
u_xlat1 = u_xlat0.xxxx * u_xlat1;
SV_Target0 = u_xlat1;
u_xlatb0 = u_xlat2<0.0;
if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
return;
}
#endif
;$Globals _ClipRect _ScreenParams
_FaceColor  _FaceDilate0_OutlineSoftness4 _OutlineColor@ _OutlineWidthP _WeightNormalT _WeightBoldX _ScaleRatioA\_VertexOffsetX`_VertexOffsetYd _ClipRectp_MaskSoftnessX<00>_MaskSoftnessY<00>_GradientScale<00>_ScaleX<00>_ScaleY<00>_PerspectiveFilter<00>
_Sharpness<00>unity_ObjectToWorld unity_WorldToObject`glstate_matrix_projection<00>unity_MatrixVP<00>_MainTex$Globals