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old-profesor-atom/Profesor Atom/Library/ShaderCache/8/8fab864788e229ad2fab4df7e10d06c8.bin

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2017-05-16 11:45:57 +02:00
2O <00>#ifdef VERTEX
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform vec4 _MainTex_ST;
in vec4 in_POSITION0;
in vec2 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
vec4 u_xlat0;
vec4 u_xlat1;
void main()
{
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return;
}
#endif
#ifdef FRAGMENT
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform vec4 _Color;
uniform sampler2D _MainTex;
in vec2 vs_TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat10_0;
void main()
{
u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
SV_Target0 = u_xlat10_0 * _Color;
return;
}
#endif