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old-profesor-atom/Profesor Atom/Library/ShaderCache/2/26974f7b2c5a69676a986b23ebfc97d9.bin

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2017-05-16 11:45:57 +02:00
2O ^ #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_MatrixV[4];
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform vec4 _MainTex_ST;
uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4];
in vec4 in_POSITION0;
in vec4 in_COLOR0;
in vec2 in_TEXCOORD0;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
out vec2 vs_TEXCOORD1;
vec4 u_xlat0;
vec4 u_xlat1;
vec2 u_xlat2;
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_COLOR0 = in_COLOR0;
u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy;
u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy;
u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy;
u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy;
vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy;
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 sampler2D _MainTex;
uniform sampler2D _GUIClipTexture;
in vec4 vs_COLOR0;
in vec2 vs_TEXCOORD0;
in vec2 vs_TEXCOORD1;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat10_0;
vec4 u_xlat1;
vec4 u_xlat10_1;
void main()
{
u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy);
u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
u_xlat1 = u_xlat10_1 * vs_COLOR0;
SV_Target0.w = u_xlat10_0.w * u_xlat1.w;
SV_Target0.xyz = u_xlat1.xyz;
return;
}
#endif