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"PlA'SV_InstanceID`X D XV_RenderTargetArray 0"00 u` 0" @E@"@T)"Xj6 l l lllhSFI0||MULTIVIEW_ONDBl E8o &;R|r/T O4@&DeD6 !T?"?H$  @/.<m_t GlZh\/7<8<$&$ptd  xCFog DFogParams@"  D=M#hQf| S|МH  6 '( RCOLOR L  G L iL   d d E6 d x x  D FOG_LINEARZL*lT?ua qR*4Dl$PPVPl_TEXCOORD  "< /O  (($ r( 5F D2 $2'00 , ,.,E8,X,,  ,lp /,\0 K H2 (&*t: 2!_EXPT^ %#~ &N\dY G 3h P2F_6DڦPVods \  ;oColor Nu|5 f$S4884"bP  D,TT%Wk&LD9<8I888#t%t* L0@l 5r p&F(/:0H PXbt b(, bT L b S  S/ ou C#ifdef VERTEX #version 100 uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];3MatrixVP.attribute highp 5in_POSITION0; ju_xlat1; void main() { )) =F.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Ggl_PositK 3KLwwwwKreturn; } #endif FRAGMENTGL_EXT_shader_framebuff etch #exten6+ : enablec_PRECISION_HIGHQpreciaEfloat; #else!gmedium#h A indefine SV_Target0lFragData[0]~,=p(1.0, 01)mO UNITY_SINGLE_PASS_STEREO_eStereof84Hint &EyeIndex K )i12pop_shl( a,S b) {gq(floor((a) * pow(2b)))); } ivec2Q S UTa.x =!a.x, b.x); a.yy4y);a]3]3]3]#8a.zzzu4u4u4u;8a.www-&i1b\H, 2)02 (l\+ 1)]PA@2T/2)2^/3),2,/# 3#q PCOLOR jarying &vs " 9( =e eclamp(/);i ? ]1LN x tFOG_LINEAR\f .!FogParamsU !TEXCOORDlO.xyz8?1]. $?xyz_505?.m 2m m 3m2m* 0"1901m80m901 1!2o2Y2Y2/k!3o3Y3Y3- w = dot(/,<)/7sqr0! *. wC6 6r @ X  _Color} 3j^3?6_0*(-<Hec3( b.+ P Oww`_EXPy/vexp2((-RS8min/2x/ E}P b<l Scd R  S c <C+/S,<b38 SE< SX$ nu $Globals$unity_ObjectToWorld0D0MatrixVP,@xL @D4U4StereoEyeIndex,T ! TO@T&|a$ ll9P/?<#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if$ JTUNITYo #else uniform #endif%SUPPORTShLOCATION& N(x) layout(locat K= x)/wBINDING.pbinding-, std140) jUH vec4 hlslcc_mtx4x4O[4];3.in highp .pin_POSI10; ju_xlat1; void main() { )) =F.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_Posi1K 3KLwwwwKreturn; } FRAGMENT GL_EXT_shader_framebuff etch #exten9+ : enablea preci;"mfloat;Oint;h0) inout mediumSV_TargesR:8 %! =7p(1.0, 01)d INGLE_PASS_STEREO  |$0)v $ { XUnusedXu _P[8];H0VH4?InvK  /CameraPro?ionQ4?InvT8fT[4N3N SSpace>Oos[2GScaleOffset[2B}n1n_ o  texture> using namespace ; struct _Type { float4 hlslcc_mtx4x4O[4];0 m+4}; vMtl_VertexInuPOSITION0 [[ attribute(0) ]] D:OutEmtl_PositionHp , invariant ]vC N q(Y{constan0&fbbuffer,6` input(stage_in ]]) {)~ioutput\ u_01!" =h.Hu.yyyy *.,1]SOfma(@=0],Txxxx,R)`+2`Ozzzz` +31FQ1F;%0] ?/1)S&2S2Sy.?_3_Lwwww_ereturn(} 4 8$x NITY_SINGLE_PASS_STEREOTjU_P[8];0V0?Inv3VCameraPro&?ion9?Inv< TCr 6-3 _S:Jos[2e/ScaleOffset[2 ~ !Oint  6T&J1J ~&L2#N/i1&25Si .i << 0x2u.k(\+ 1)]cIX"W/2)j6/2)2|5/3)2_INSTANCING_ONj 'tT1PLayer.render_target_array_i template  bitFieldInsert(a{width, o1 Osrc23) { vmask = ((("<_id+DBase/VDase_2 S#if !UPPORT_INDIRECT_BUFFERSM w= 0; #endif!=-C;z Kint(YP0x1u,g +u,O0u)) | /1u   MULTIVIEW_ON/Ts& 32_t rp_q_remap_X a[[ fun_3Y C 9 E(ZB>> 0 (F;(Fragment*ASV_T p]colorZ%0)-fH U 1%k=p(1.0, 01 8 t4  4* t''FogParams`)(  ,*,*X*X*' 3 o[COLOR'17BRuser(]]  c"iclamp(4f0/f)G . 0/ 8FOG_LINEAR" > TEXCOORD(iQo.xyz =V.8->xyzq![0B,?))2!.3!*r ,0,+1,N0,1(1,N0,,N0,1 $ v=*2=2=n2=n2=51=*3=3=n3=n3=+. Yw = dot(/ g = sqr0 >  70.x /.zw_ !_EXP! *y8vexp2((-[8mintT$!/2x8 /(-~ 5)07 F7C87L6D@ /P9/In9[ 9:%4<" 3/ F ${ vmFF 9R . =(-FI  y u9(inC ) /, d!ww&P b<l Sbx b S S|P S&<S'<b. S@ &Rnu $Globals$unity_ObjectToWorld0D0MatrixVP,@xL @D4U4StereoEyeIndex,T ! TO@T&|a$ ll9P/M#ifdef VERTEX #version 150 #exten GL_ARB_explicit_attrib_locat : require P1shader_bit_encodingW&* : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1$ JTUNITYo #else uniform %SUPPORTShLOCATION& N(x) layout(fK= x)/wBINDING.1binA= x, std140) jUH vec4 hlslcc_mtx4x44O[4];3 .Ain )pin_POSI10; ju_xlat1; void main() { )) =F.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_Posi,K 3KLwwwwKreturn; } FRAGMENT+8b0) outSSV_Target05! =0p(1.0, 01)$x INGLE_PASS_STEREO Y Z$0)T U 2 { YXZUnusedXh _P[8];:"V:&8Inv= w !CameraProa?ionC&?InvF*TM&#@3@ sSSpaceNos[2y9ScaleOffset1}1 ( r< (T(bG(H#,x,/  '>95555`>91f#A2APAQ>R9S>AIhck lARoAf9i9m9pAAS{S{(24#$%8B%DAF)-AN3$$"S-U8C; "?wrw)*EH/HF.0a0 F0R0V0vJv@^TvU`TPvT`TPvtx b_INSTANCING_ONvpp/p3 dPG@p x!t )SPV_EXT_shader_viewport_i _layer%94Tal> +G<O ,f939u9`> nq rRul9o9s9vի >$< \("#ffMULTIVIEW_ON0 4 = Gىg # @"KHR_multi/42cpjG#B"   /  a<G2 >919/WS91 R95 BCC:;<=>?@ADE> T.W_Wu`>a9bWW9o )z5} ~WbXx9{99YYS""#a$c#"%4>%@YB)+YJ  `&" \\\"2h#H+J*".<Nw* ">*LFj0W0]N0aP h0t0e0]j]@mc]~"#rc_M_rc_ l51453795 hh<P<2284327951\FogColorx P0PoParamsPx <<h(,h 35608244643P$1569520654P$#Si ,σien/R2jPh^֘ A/   / 5 /> /|" ow C T?/ B  >9 e>9C C >9I !I !I !I !9 /(4 !_eyh QiB c9f9j9m w  |+ " V$ "#:r&#$ " ?&NS$ "/%6N )8N4R|I ##:L `:%/%n:S$ #8%:T""#]T"E]T"   FOG_LINEAR lb4l/l+|) fK,pM1l9;/ l0 mUvs_TEXCOORD*,G>   9  >9v2nq >  909!( > G1\4 P5( Q8i[/V929699 Y=F ?"   # Jg(/ D " ),)"7`0/8! 7TU O4G@UpGt^5=Q>9XX]",]! 9S9 > 92-""`!>9>"4 $q8p9׼p9/`#! = T#!0J <T*D<!,%%E5<#K DD#!7DDVD\D^DDDDpDvDx z3 @J  )&*!o/,6,,"(D*D7D,:D@DBDDD,RDXDZ,\,%l)*9<1o7<~6/=7=}}/@7@GG/C7CGG F%G%-*=&="HDHtIDI~/IDIG/IDIGG I#I;-&- -- "s\$"&q#D @J AD Kv |+"   6Z  "e 'IZ  ( &YKh&7!^#7 *"^(7(*((C 7D(* $ 0  %  ) WEXP  4eێk"  b0l oU 3oG^ C>9\  K9      p9٬   D #  &?F/N l%? $ $ $  $ $ ( $ $ $ $  $ $ (( $ $ $ $  $ $ )$ '2$ $ 4'ihǫe O$ d0$ oU$ 3$ `<>9@\,$ $ K9$ $ $ $ $ $ @'@9$ $ $ M$ & / )k2, , , ,  , , (8 , , , ,  , , (P, , ,  , , P d2'!f!Sbb#& `Kj:e| weKp"26mpg;8%@s{,ʵ:  ? ? ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor      _13rE7Jݫ=$hO-nI9ll&f싳-4Yr>gS(hᅮ GrRPźǬ9 ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColorE      *Ep cCZk7績CƠŒ"͕w.fq^M잺Ja1nlt婿Kbq ? ? ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A ? A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor@      *A*xoygB1d6fSV;V@d\gcHg]@#!x쿚3u/_x",DxȰ e ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A ? A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor      p4&n q{'L -qaZW :5F:>O\vl]ӗHv ? ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A ? A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor¶      vlLcM1r~LҠ)n\1%Xᣭ'] 0 ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? A ? 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A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor       STEREO_INSTANCING_ONUNITY_SINGLE_PASS_STEREOSTEREO_MULTIVIEW_ONSTEREO_CUBEMAP_RENDER_ONHidden/InternalClear wC wo4  ,-';' bt Sb bH S S$S<SDTSX` S SD\ nu UnityPerDraw3Pu_ObjectToWorldL LFramep(PMatrixVPL l HLLStereoGlobals@,T!T]TEyeIndexT!LPdt 0W8  /DXBC*~ nM3b"|, .ISGNHfv8[AP POSITIONCOLOROSGNLPPPlSV_S SHDR@iYF D_r 1ug e Rh2$"Vl4j2 p"F(`*(p*F0|&V RhT(:/ ( h*(D6<"F>#   NITY_SINGLE_PASS_STEREOAn?[$4G@U^} X%S)5 C@h(04 (  800/ 0 0HH* J6_INSTANCING_ON<@w^FZ"ttP0LRdHpPHYH_R-`SV_InstanceIDp|x p\pb/SV_RenderTargetArray"0u`< " ,E"@T)"  ASFI0  K  MULTIVIEW_ON( *P Y>4y?߁eUr&S&,$ T2SV_t|@&bppD  `2 J\`f(QZ&$\\$ &$ $ @P(bD  bd ou C#ifdef VERTEX #version 100 uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];3MatrixVP.attribute highp 5in_POSITION0#fmedium%COLOR0; varying &vs ju_xlat1; void main() { )) =.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Ggl_PositK 3KLwwwwKu( =return; } #endif yFRAGMENT{GL_EXT_shader_framebuff etch #exten6+ : enablec_PRECISION_HIGHQpreciafloat; #else!#h A?int#define SV_Target0FragData[0],=L~/  PUNITY_SINGLE_PASS_STEREOS<_eStereo84Hint &EyeIndexeb )i12pop_shl( a,S b) {q(floor(K(a) * pow(2.0,_(b)))); } ivec2Q S UTa.x =!a.x, b.x); a.yy4y);a]3]3]3]#8a.zzzu4u4u4u;8a.www"-&i1bH, 2)02R (l\+ 1)]PA@r2T/2)2^/3)2PXRl Slb` b$ l b S!8nu @Globals$unity_ObjectToWorld0D0MatrixVP,@ xL @D4U4StereoEyeIndex,T ! TO@T&|a$ ll9P/?#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if$ JTUNITYo #else uniform #endif%SUPPORTShLOCATION& N(x) layout(locat K= x)/wBINDING.pbinding-, std140) jUH vec4 hlslcc_mtx4x4O[4];3.in highp .pin_POSI0fmediumCOLOR0; out%vsju_xlat1; void main() { )) =}.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_PosihK 3KLwwwwKu( =return; } LFRAGMENT GL_EXT_shader_framebuff etch #exten9+ : enablea preci;tmfloat;>int}a]0) inSV_Targe:8 %( =?  INGLE_PASS_STEREO'  |$0)v 9 $ { XUnusedX _P[8];H0VH4?InvK  /CameraPro?ionQ4?InvT8fT[4N3N SSpace>Oos[2GScaleOffset[2B}n1n o  texture> using namespace ; struct _Type { float4 hlslcc_mtx4x4O[4];0 m+4}; vMtl_VertexInuPOSITION0 [[ attribute(0) ]] o[COLOR'1'k:Outlmtl_PositionHp , invariant ]]uRuser(uvi t (L{constan}&_bbuffer,64` input(stage_in ]]) {)~ioutput u_01!" =h.u.yyyy *.$,1]SOfma(@=0],Txxxx,R)`+2`Ozzzz` +31FQE1F;%0] ?/1)S&2S2Sy.e_3_Owwww_"ereturnG}   NITY_SINGLE_PASS_STEREO 6Ud_P[8];0V0?Inv3VCameraPro&?ion9?Inv< TCr 6-3 _S:Jos[2e/ScaleOffset[2  !Oint /6&J1J &L2NF/i1&2Si .i << 0x2.(\+ 1)]cIX"W! /2)j6/2)> 2> |5/3)[ 2[ (\ "J _INSTANCING_ON X 'X  ?WPLayer'render_target_array_iDH  template  bitFieldInsert({width, o~ Osrc23) { vmask = (((h"<_id+DBase/VDase_2u S#if !UPPORT_INDIRECT_BUFFERSM w= 0; #endif!=-C; Kint(YP0x1u, +u,O0u)) ) ?1u)+ , ", MULTIVIEW_ONP/PsQ 32_t rp_q_remap_ a[[ fun_33CM  Eg(ZB>> 02 (F;yFragmentGC ASV_TH]colorfH U kLmxgg FPXRl Slb` b $ bD S nu $Globals$unity_ObjectToWorld0D0MatrixVP,@ xL @D4U4StereoEyeIndex,T ! TO@T&|a$ ll9P/#ifdef VERTEX #version 150 #exten GL_ARB_explicit_attrib_locat : require P1shader_bit_encodingW&* : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1$ JTUNITYo #else uniform %SUPPORTShLOCATION& N(x) layout(fK= x)/wBINDING.1binA= x, std140) jUH vec4 hlslcc_mtx4x44O[4];3 .Ain )pin_POSI0COLOR0; out%vsju_xlat1; void main() { )) =n.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_PosiTK 3KLwwwwKu( =return; } 8FRAGMENTnjV50) SV_Target0d( =T)O  ^INGLE_PASS_STEREO Y Z$0)T 2 { YXZUnusedXh$ _P[8];:"V:&8Inv= w !CameraProa?ionC&?InvF*TM&#@3@ sSSpaceNos[2y9ScaleOffset1}1E 9>9 > > P+9999"g/ 3$ HRS G##@"!Gd   ~ 1Q>9 +>9(L DE>F9G>9Pa> F]`` Pa ad\$[9^9b9eMU#J"$#A&&PJ0K"2##%6%%@%aBD),)K"LP|4|A" ||^|W%|l|$%&# ,%!&&<&PH""#UHD?#UHD"# d $ NITY_SINGLE_PASS_STEREO9@@4$sK=-5b@u  @5T`a@bG@H#DxDD%  ?>9MMMM`>91f#Y2YPYQ>R9S>9^Y_kyn oYRrYi9l9p9sYYSS(24#$%8B%DYF)-YN3$$"kEU8C; "?wrw)*EH/H^.0a0 F0R0V0JG^TUcTPTcTP" ~_INSTANCING_ONp/3hG/, +G<O ,  939u9c> qt uRxo9r9v9y >$< b."#ii!MULTIVIEW_ONd 4Ewo5 @"KHR_multi/T2copsjG#B"   /  a?G2_ !>919/WS91 j95 BCC:;<=>?@ADE>lT.o_os`>a9bomoW9r6 ?}K  $qqJ{9~99ttS""#|$c#"%4>%@tB)+tJ ; `&" w\w"2h#H+J*".<Nw*j ">*LFj0W0xN0aP h0t0e0xjxGmcx"#uc_i_uc_D P_ColorColor???? _SrcBlendSrcBlend@ _DstBlendDstBlend A_ZWriteZWrite?_ZTestZTest@_CullCull_ZBiasZBiasDžG=sIw vIoC!L(< L rC ,Đ3gYT^Йm!? _l>O~B5o  _SrcBlend _DstBlend _SrcBlend _DstBlend pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? _ZTest_ZWrite_Cull _ZBias_ZBias A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColorIGNOREPROJECTORtrueQUEUE Transparent RenderType Transparent      IGNOREPROJECTORtrueQUEUE Transparent RenderType TransparentSTEREO_INSTANCING_ONUNITY_SINGLE_PASS_STEREOSTEREO_MULTIVIEW_ONSTEREO_CUBEMAP_RENDER_ONHidden/Internal-Colored  ,_  d 8..(F( DS SP b bd bL  STRd 6`S` S$ S\ nu 4Globals0/_Color$< UnityPerDraw,Pu_ObjectToWorldH( LFramep(PMatrixVPL l @&DDLcStereoB@,T!NT]TEyeIndexT!X0$ tHPW T  /DXBCt=u51!=zE",|ISGNHf8Hl[AP POSITIONCOLOROSGNLP V>P#G5SV_Y SHDR@pYF TRvPrh 1,e  @g jRh$"F |  #V(% Hj2 "F(`*(p*F0&V hT(/ ( (V*(>  f8 NITY_SINGLE_PASS_STEREOPWºi 7(8^" h$%$S)5 %@hD (  T00/ 0\00dd R_INSTANCING_ONt3C DfmZ"hRdpNPdYd_j-|SV_InstanceID|x bz xSV_RenderTargetArrayB L u`h " ,E"@T)"4D6  XSFI0G  d d MULTIVIEW_ON| *P Nu|5 r&S,$# 2SV_|@6"bHpD  `2 J\ J@2 6$\\\ \ \ \P(bDT b ou C+#ifdef VERTEX #version 100 uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];3MatrixVP. _Color; attribute highp in_POSITION0#COLOR0; varying medium &vs ju_xlat1; void main() { )& =c% *"[& =W ;.yyyy *S,1]G3J0] *mnxxxx +Q2QOzzzzQ +[31=!A1=. ^ 1G2G Ggl_PositEK 3KLwwwwKreturn; } #endif FRAGMENTGL_EXT_shader_framebuff etch #exten6+ : enablec_PRECISION_HIGHQpreciafloat; #else!#h A?int#define SV_Target0FragData[0],=L~/ T UNITY_SINGLE_PASS_STEREOp_eStereou84Hint &EyeIndexv )i12pop_shl( a,'S b) {q(floor(_(a) * pow(2.0,s(b)))); } ivec2Q S UTa.x =!a.x, b.x); a.yy4y);a]3]3]3]#8a.zzzu4u4u4u;8a.wwwVh&i1H, 2)02 W(l\+ 1)]PA@2T/2)2^/3)2PXb$ S b b cdh $C"lnu dGlobalsWb_Color$s4unity_ObjectToWorld,840MatrixVP,&@tL _@ 4U4StereoEyeIndex,T ! TO@TJaH l<A</?#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if$ JTUNITYo #else uniform #endif%SUPPORTShLOCATION& N(x) layout(locat K= x)/wBINDING.pbinding-, std140) jUH vec4 hlslcc_mtx4x4O[4];3."; in highp pin_POSI0COLOR0; out medium%vsju_xlat1; void main() { )& =_% *"[& =W ;.yyyy *A,1]G3J0] *mnxxxx +Q2QOzzzzQ +[31=!/1=. ^ 1G2G Gsgl_PosiK 3KLwwwwKreturn; } *FRAGMENT, GL_EXT_shader_framebuff etch #exten9+ : enablea preci;vmfloat;1int ]0) inSV_Targe:8 %( =?  8 INGLE_PASS_STEREO[ I $0) $ { sXUnusedX _P[8];H0VH4?InvK  /CameraPro?ionQ4?InvT8|T[4N3N SSpace>Oos[2GScaleOffset?B}n1n-oAflat;u `vs_BLE]DICES6 u7 uU E a 3S CB.x =((gl_InstanceID)), _* 0.5MUract(C + 'roundEvenMu/inm#i3 #?u0) 1e 31e 0qe ,1F1e ( 1( 3( ,1( 63( 1( :3( 1(  :' =(L )= h MULTIVIEW_ON* h OVR_multiview2_ A@num__Ps = 2;y b~ `ViewID)d l P b` S b b b\P S$S$Tb$x S,' S) &P, nu VGlobals_Color$4unity_ObjectToWorld,840MatrixVP,&@tL _@ PU4cStereovB@,T!T]TEyeIndex, T! HL<,/ 0<(% xlatMtlMain#include  texture> using namespace ; struct _Type { float4 hlslcc_mtx4x4O[4];0 m + T; }; Mtl_VertexInPOSITION0 [[ attribute(0) ]] W[COLOR'1'k_Out {BRuser(B hmtl_Position,p , invariant3tvi t (Y{constan&fbbuffer,64` input(stage_in ]]) {)~ioutput u_014. =n*.4U.X.yyyy6k,1]SOfma(@=0],Txxxx,R)`+2`Ozzzz` +31FQ1F;%0] ?/1)S&2S2)1)y s_3_Lwwww_ereturn7}  H NITY_SINGLE_PASS_STEREO+ h_P[8];0V0?Inv3VCameraPro9?ion9?Inv< TCr 6-3 _SMJos[2e/ScaleOffset' Q !Oint )/6&J1J &L2NF/i1&2i9>.x << 0x2@2 .(\+ 1)]cIX"WE /2)j6/2)b 2b |5/3) 2  !n _INSTANCING_ON | '| 8 /1PLayer.render_target_array_i4l  template  bitFieldInsert({width, o~ Osrc23) { vmask = (((h"<_id+DBase/VDase_2 S#if !UPPORT_INDIRECT_BUFFERSM w= 0; #endif!=-C; Kint(P0x1u, +u,2O0u)) | /1uO P "P MULTIVIEW_ON/Psb 32_t rp_q_remap_0 a[[ fun_3DC  E(ZB>> 0g (F;FragmentInC ASV_THc %0)fH U |L~ ZxPgdg FPXb$ S b b D b S nu dGlobalsWb_Color$s4unity_ObjectToWorld,840MatrixVP,&@tL _@ 4U4StereoEyeIndex,T ! TO@TJaH l<A</#ifdef VERTEX #version 150 #exten GL_ARB_explicit_attrib_locat : require P1shader_bit_encodingW&* : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1$ JTUNITYo #else uniform %SUPPORTShLOCATION& N(x) layout(fK= x)/wBINDING.1binA= x, std140) jUH vec4 hlslcc_mtx4x44O[4];3 .a; in pin_POSI0COLOR0; out%vsju_xlat1; void main() { 9& =Y% *$M) =.yyyy *,1]G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_PosiK 3KLwwwwKreturn; } W;FRAGMENTs_50) SV_Target0m( =T)  zINGLE_PASS_STEREO g= p$0)j 2 { <XpUnusedX~V _P[8];:"V:&8Inv= w !CameraProw?ionC&?InvF*TM&9@3@ sSSpaceNos[2y9ScaleOffset1}1 9>9 > > P+9999"j/\ 5#OG##@#@"!'Gb    @ 4Q>9 >>9B0 &9 (Y KL>M9N>> X`dc Pd ag`'^9a9e9hJ" MU#  "#A&PJK"%%"%%*%,.#3)K"6:|4 |A" W |H|W%|V|$%&#  3%n%%<%O"#XOK?#XOK" t 4 NITY_SINGLE_PASS_STEREOKPP4{!EAiZPx/t P)[PdGPX#T_GxT/  N`b9]]]]!98>9i2iWiX>Y9Z>icn}q riRuil9o9s9viH""iY !i_ i S ,%$,%.i0Nii:,""{FB8&!BaFwZA*EF/O/l./a0 F/!0]0*J [ Uf[ WSf[ W! _INSTANCING_ONp/13KNKe6Lx>~!( )SPV_EXT_shader_viewport_i _layer=;[g + l< +G<O ,) !) ?) B>9:9 u9f> tw xR{r9u9y9|O A Y 4A  :N81*Er/1 F/R/ Z  &"#ll"MULTIVIEW_ON+ 4 6V^h)#H#d @"KHR_multi/H9jv2GB"5 E   e<G214@&59&8&&&2&196&q 989 @5 IJJABCDEFGHKL>T .fqg>h9iu 9u>5"P $qO~999Dc#!7))2` a `&" H"2z#O2Q* 1<Uw| ">)LEj/^/*N0aP h0t0l0j j |"#xjf}_xjfh P ݅əb!\9gltV$KS,.-'jz`hґ`Ykfm|8iϙAp[W5v ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? ? pA ? @ ? @ A A A C C unity_FogStart unity_FogEndunity_FogDensity unity_FogColor3      STEREO_INSTANCING_ONUNITY_SINGLE_PASS_STEREOSTEREO_MULTIVIEW_ONSTEREO_CUBEMAP_RENDER_ONHidden/Internal-Loading    d4p1,) bt Sbl S` b8 | T C<ST$TSx@ Sp S(< nu UnityPerDraw3Pu_ObjectToWorld4L LbFrame(PMatrixVPL l HLLStereoGlobals@,T!T]TEyeIndexT!LPdt 0W8 : /DXBCm1WnTU,*^SISGN,v POSITIONO44eSV_7@SHDR_@^YF D_r ug d@hb8"VT(j2 X"F(`*(p*F0|&V hT(/ ( h*(> l $ NITY_SINGLE_PASS_STEREO|d=8]PnadlȈr X S)P5 RC@Hh04p (  00/ 0 0 _INSTANCING_ON2\FT5Z" @S0 "PlA'SV_InstanceID`X D XV_RenderTargetArray 0"00 u` 0" @E@"@T)"Xj6 l l lllhSFI0||MULTIVIEW_ONDBl +InvEC?intS  cShadowUsin high\pin_POSIX10; ju_xlat1; void main() { )) =F.yyyy *;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!K1=. ^ 1G2G Gsgl_PosiK 3KLwwwwKreturn; } O FRAGMENTQ  GL_EXT_shader_f@buff etch #exten9+ : enablea preci;"mfloat;i 0) inoutSV_Targes:8 %! =7x(0.0, 1)  P 8 INGLE_PASS_STEREOM , u_P[8];H0VH4 8 & .vCameraP Q3?InvT8D[4N36 9SSpace>Oos[2GScaleOffset?nI2n o? ?  E )i12 .!i1'/t( << (2 &!x0x1F)))=2L  (y\+ 1)]PA@l 2T/2) 2 ^/3) 2  8 _INSTANCING_ON AMD_vertexUl : require  Aflat"u `vs_BLEzQDICES&6oat u, u; : V 3H d([(gl_InstanceID)) \* 0.5Sfract /0)  6OEvenCuD/ina#i3 !?u0) 1D 31D 0AD ,11D  1 3 ,1 63 1 :3 1  ' =D MULTIVIEW_ON D OVR_multiview2; ;@num_Ps = 2;U -b[`ViewID)}dv ]  bt Sb b bT` S $S(<  S*8 S-4 &  texture> using namespace ; struct _Type { float4 hlslcc_mtx4x4O[4];0 ("To7 0#LODFade=ransformParams'RenderingLayer; };  glstate_lightmodel_ambienthA?SkyEquator!oGround IndirectSpecColor[m@_pro^?ion*?Inv-%VP+Oint cShadowMtl_VertexInPOSITION0 [[ attribute(0) ]] D:OutEmtl_Posi9Hp , invariant ]]NvC N (YconstanX&nbbuffer,>&@1@/` input(stage_in ]]) {)[outpu_01!" =h.y.yyyy *.G,1]WOfma(D=0],Txxxx,V)d/2dOzzzzd +31J a. 1K@%0] Q/1)X+2XEX.d3dLwwwwdereturn(}  $  NITY_SINGLE_PASS_STEREOE a  _P[8];0V0JcvCameraP 9?Inv< Cr\ 6-3 _SOos[2[/ScaleOffset' !\&J&L2N/i1&2ciU.i << 0x27  .(\+ 1)]cQXWa /2)j6/2)y 2y |5/3) 2    _INSTANCING_ON ' WL t_1.r_target_array_id  template  bitFieldInsert( {width, o1 Osrc23) { vmask = ((( "<_id+DBase/VDase_2 S#if !HUPPORT_INDIRECT_BUFFERSM w= 0; #endif!=-C;* Kint(qP0x1u, +u,O0u))0 | /1u1` MULTIVIEW_ON/sT 32_t rp_q_remap_a[[ funC_3[CT E(ZB>> 09(F;FragmentASV_TQc Z%0)fH U %p=x(0.0, 18 4 4PXbHt Sbl b$ Sx Sd"< nu  UnityPerFramepsPu_MatrixVP4#  LSDraw$HObjectToWorldL, pD4StereoEyeIndex !|T9Globals@T@],Pd 4/D #ifdef VERTEX #version 150 #exten GL_ARB_explicit_attrib_locat : require P1shader_bit_encodingW&* : enable #endif #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1$ JTUNITYo #else uniform %SUPPORTShLOCATION& N(x) layout(fK= x)/wBINDING.1binA= x, std140) jUH '$0)!  { vec4 hlslcc_mtx4x4gC[4];:X,UnusedX:2"ToA:-LODFade$ Q@ransoParams1 RenderingLayer; };15/ {W glstate_lightmodel_ambient A$?Sky'Equator+oGround* IndirectSpecColorm @_pro?ionH4 8Inv75?int  8 cShadow2q}; in .pin_POSI10; ju_xlat1; void main() { )) =F.yyyy *~;1];G3J0] *mfxxxx +Q2QOzzzzQ +[31=!1=. ^ 1G2G Gsgl_Posi#K 3KLwwwwKreturn; } FRAGMENT"/b0) outSSV_Target05! =0x(0.0, 1)$l   INGLE_PASS_STEREO d 5 / { _P[8];:"V:&8 qx vCameraP C%?InvF*fM&@3 +SSpaceOos[2 9ScaleOffset1 28 " {c c ; Q )i12I .iJ  << (2 & int(0x1F))82  (t\+ 1)]PA@ 2T/2) 2 ^/3) 2 *  _INSTANCING_ON7 /33c% 5MD_vertexHl0 .@ Aflat}u< `vs_BLE]DICES` ua ua } 4o .uo S gl_InstanceID) & 1u 4P$t(8) I4 ,4 A4 J4  9' ='  m 0x x MULTIVIEW_ON x MOVR_multiview2o 9@num_Ws = 2) in #^y `ViewID!)cV = рdbT S & b bx L S SDh nu  UnityPerDrawcPu_ObjectToWorld4L LFramep(PMatrixVPL /l$LLStereoEyeIndex,T !PTGlobals1397547755@\VHiT H/ tM20311557640) | s4164128591 _| /V`8@/'xLO2v0/,LOMS GLSL.std.450#¥  >9|?> > P+9999"$l/ 3 P G##@#"!>%1G -@?G*   33>9  vQ >9 g 4>s9G@P3456WP798J>2$LM>N9O>>> be Pf ai$`9c9g9jMU#J"$#A&&PJ 0KI"2##%6%%@%aBD),)K"LP|49:|@"|$9:|n|&W(%|||4%6# 9:,%!&&L&XP"#ZPL?#ZPL" t $ NITY_SINGLE_PASS_STEREO/3¾`Z/듙,) q ffG<#: V V/  2m >90>293>Sg<5 EFF=>?@ABCDGH>I9J$.bc>d9e>z7} ~bx9{99g54*"(b"6l#K,M*".@Qw**PFn0Z0*N0aP l0x0h0LjL1pfLUrfbL_rfbL"p :_INSTANCING_ON8pHH4Vm# x{-H `H)SPV_EXT_shader_viewport_i _layer%r?3cp O +gYO ke>929c9 c BCqC:;F9Gc_cu`>a9bcz9o> k}Z"cmm!Yp{9~iA9n h >$<"k\k0{f#H,Jk:NtkJFh0W0kf0r0e0k0mck|("#uc_Suc_MULTIVIEW_ON 4ALzcY 0@"KHR_multi~/p/dqpO"qYtht : t CDCDsBEF>G9Ht`tua>b9ct\9p {N~ rr y9|9rrrhT  0&" u^u2/;I,Ku<OwuLFj0X0uh0t0f0u1ndu~"#sd`eUsd` P Internal-Skinningmain$Globals inVerticesinSkin inMatrices outVerticesXDXBC䵺"H7X,<LISGNOSGNSHEXPAjYF ppp@_h @P   >& @ r Fr)" @bq6@6@6@60P:* ):@ pU" @V"8"@7 @r @Frr @Frr @ Fr @0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F VF2 F VF2 F VF:@6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC lxb:m ,<LISGNOSGNSHEXPnjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @*t6@6@6@6*0P:: ):@ pU" @V"8"@7 @r @Frr @Frr @ Fr @0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F VF2 F VF2 F VF:@6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC(^v&Сs@ڰ ,<LISGNOSGNSHEXPsjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @*t6@6@6@6*0P" :)" @"pUB@VB*8B*@7"@r@Frr@Frr @ Fr @0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F F2 F F2 F F @6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCQjwlWW,<LISGNOSGNSHEXxPjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @2:Fp6@6@6@6 0P::):@:pUB:@VB*8B*@7:@r:@Frr :@Frr :@ Fr :@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F F:@6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCne Q u&:DL ,<LISGNOSGNSHEX0PjYF ppp@_h@P   >& @ r Fr)" @"pr@Frr@Frr@ Fr@0Fx6 6" 6B 6 6@?FF66"6B6"FF6*6"*6B*BFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices8DXBC5T\H-K8,<LISGNOSGNSHEXPjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @B*pr*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6@?FF6 6" 6B 6 "F F6*6"*6B*BFFFF"F FBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVerticesLDXBCezvqc2MNWxVKL,<LISGNOSGNSHEXPjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @B*pr*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6@?FF6 6" 6B 6 "F F6*6"*6B*BFFFF"F FBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC v:Jxvtwa,<LISGNOSGNSHEXP)jYF ppp@_h @P   >& @(r Fr#b@((@ rFr*F~) @:pr:@Frr:@Frr:@ Fr:@0Fx6 6" 6B 6 6@? FF6 6" 6B 6 " F F6*6"*6B*B FFFF"F FBFFFF"F FBFFr F rF6:*F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC "r=M S>P,<LISGNOSGNSHEX|P_jYF ppp@_h @P   >& @ r Fr)" @F~*@yr*@Frr*@ Fr*@0Fx66" 6B 6 6*6"6B66:6"*6B*:@yr:@Frr:@ Fr:@0Fx6 6" 6B 6 8 VF 6 *6" 6B 6 8 VF 6:6"*6B*8VF2 FF 2 FF 2 FF6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCE"ɮK;,<,<LISGNOSGNSHEX0PjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @*F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 FF 2 F F 2 FF6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC B0,Hq,<LISGNOSGNSHEXDPjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @*F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 FF 2 F F 2 FF6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDDXBCy l:r?|+D,<LISGNOSGNSHEXPjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @:F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FF6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBCt9v|U ,<LISGNOSGNSHEX PljYF ppp@_h @P   >& @ r Fr)" @F~#" @ @F~ @yr @Frr @ Fr @0Fx66" 6B 6 6*6"6B66:6"*6B*@yr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 *6" 6B 6  8 VF 6 :6" *6B *8VF 2 FF 2 FF 2 FF*@yr*@Frr*@ Fr *@0Fx6 6" 6B 6  6 *6" 6B 6  6 :6" *6B *2 F F2 F F2 F F:@yr:@Frr:@ Fr:@0Fx66" 6B 6 6 *6" 6B 6 6:6"*6B*2 FF2 F F2 FF6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBCnb=h' ,<LISGNOSGNSHEXd PjYF ppp@_h@P   >& @r Fr#" @@ rFr)B @*F~#B @ @*F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FFr*@Frr *@Frr *@ Fr *@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC(eMd9L3_ ,<LISGNOSGNSHEXx PjYF ppp@_h@P   >& @ r Fr#" @ @ F~)B @*F~#B @ @*F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FFr*@Frr *@Frr *@ Fr *@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesx DXBCyQjhb"%x ,<LISGNOSGNSHEX$ PjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @:F~# @ @:F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 66"6B6 8VF6 *6" *6B *8VF 2 F F 2 F F2 F Fr *@Frr *@Frr *@ Fr *@0Fx6  6"  6B  6  6 6" 6B 6 6 * 6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr :@ Fr :@0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@$Globals g_VertCount main$Globals inVerticesinSkin inMatrices outVerticesq#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; uint u_xlatu1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; float u_xlat5; uint u_xlatu5; vec3 u_xlat6; vec3 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; int u_xlati12; uint u_xlatu12; vec3 u_xlat16; uint u_xlatu23; int u_xlati34; uint u_xlatu34; bool u_xlatb34; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlatu1 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati12 = int(gl_GlobalInvocationID.x) + 1; u_xlatu12 = inSkin_buf[u_xlati12].value[(0 >> 2) + 0]; u_xlat2.x = float(0.0); u_xlat2.y = float(0.0); u_xlat2.z = float(0.0); u_xlat2.w = float(0.0); u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); for(uint u_xlatu_loop_1 = u_xlatu1 ; u_xlatu_loop_1> 2) + 0]; u_xlatu5 = u_xlatu34 >> (16u & uint(0x1F)); u_xlat5 = float(u_xlatu5); u_xlat5 = u_xlat5 * 1.52590219e-05; u_xlati34 = int(u_xlatu34 & 65535u); u_xlat16.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat16.x; u_xlat9.y = u_xlat6.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat16.y; u_xlat10.y = u_xlat6.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat16.z; u_xlat8.y = u_xlat6.z; u_xlat8.z = u_xlat7.z; u_xlat2 = u_xlat9 * vec4(u_xlat5) + u_xlat2; u_xlat3 = u_xlat10 * vec4(u_xlat5) + u_xlat3; u_xlat4 = u_xlat8 * vec4(u_xlat5) + u_xlat4; } u_xlat0.w = 1.0; u_xlat1.x = dot(u_xlat2, u_xlat0); u_xlat1.y = dot(u_xlat3, u_xlat0); u_xlat1.z = dot(u_xlat4, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat1.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat1.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat1.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesz#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; int u_xlati2; uint u_xlatu2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec3 u_xlat7; vec3 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; uint u_xlatu14; int u_xlati26; uint u_xlatu26; bool u_xlatb26; uint u_xlatu37; float u_xlat38; uint u_xlatu38; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlatu37 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati2 = int(gl_GlobalInvocationID.x) + 1; u_xlatu2 = inSkin_buf[u_xlati2].value[(0 >> 2) + 0]; u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); for(uint u_xlatu_loop_1 = u_xlatu37 ; u_xlatu_loop_1> 2) + 0]; u_xlatu38 = u_xlatu26 >> (16u & uint(0x1F)); u_xlat38 = float(u_xlatu38); u_xlat38 = u_xlat38 * 1.52590219e-05; u_xlati26 = int(u_xlatu26 & 65535u); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat6.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat6.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat6.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat3 = u_xlat10 * vec4(u_xlat38) + u_xlat3; u_xlat4 = u_xlat11 * vec4(u_xlat38) + u_xlat4; u_xlat5 = u_xlat9 * vec4(u_xlat38) + u_xlat5; } u_xlat2.xyz = u_xlat0.xyz; u_xlat2.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat2); u_xlat6.y = dot(u_xlat4, u_xlat2); u_xlat6.z = dot(u_xlat5, u_xlat2); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat4.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesK#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; uint u_xlatu2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; uint u_xlatu6; vec3 u_xlat7; vec3 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; int u_xlati14; uint u_xlatu14; vec3 u_xlat18; uint u_xlatu26; int u_xlati38; uint u_xlatu38; bool u_xlatb38; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlatu2 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati14 = int(gl_GlobalInvocationID.x) + 1; u_xlatu14 = inSkin_buf[u_xlati14].value[(0 >> 2) + 0]; u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); for(uint u_xlatu_loop_1 = u_xlatu2 ; u_xlatu_loop_1> 2) + 0]; u_xlatu6 = u_xlatu38 >> (16u & uint(0x1F)); u_xlat6.x = float(u_xlatu6); u_xlat6.x = u_xlat6.x * 1.52590219e-05; u_xlati38 = int(u_xlatu38 & 65535u); u_xlat18.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat18.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat18.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat18.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat3 = u_xlat10 * u_xlat6.xxxx + u_xlat3; u_xlat4 = u_xlat11 * u_xlat6.xxxx + u_xlat4; u_xlat5 = u_xlat9 * u_xlat6.xxxx + u_xlat5; } u_xlat2.xyz = u_xlat0.xyz; u_xlat2.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat2); u_xlat6.y = dot(u_xlat4, u_xlat2); u_xlat6.z = dot(u_xlat5, u_xlat2); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat4.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat0.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices"#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; uint u_xlatu3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; uint u_xlatu7; vec3 u_xlat8; vec3 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; int u_xlati16; uint u_xlatu16; vec3 u_xlat20; uint u_xlatu29; int u_xlati42; uint u_xlatu42; bool u_xlatb42; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlatu3 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati16 = int(gl_GlobalInvocationID.x) + 1; u_xlatu16 = inSkin_buf[u_xlati16].value[(0 >> 2) + 0]; u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); u_xlat6.x = float(0.0); u_xlat6.y = float(0.0); u_xlat6.z = float(0.0); u_xlat6.w = float(0.0); for(uint u_xlatu_loop_1 = u_xlatu3 ; u_xlatu_loop_1> 2) + 0]; u_xlatu7 = u_xlatu42 >> (16u & uint(0x1F)); u_xlat7.x = float(u_xlatu7); u_xlat7.x = u_xlat7.x * 1.52590219e-05; u_xlati42 = int(u_xlatu42 & 65535u); u_xlat20.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat20.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat20.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat20.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat4 = u_xlat11 * u_xlat7.xxxx + u_xlat4; u_xlat5 = u_xlat12 * u_xlat7.xxxx + u_xlat5; u_xlat6 = u_xlat10 * u_xlat7.xxxx + u_xlat6; } u_xlat3.xyz = u_xlat0.yzw; u_xlat3.w = 1.0; u_xlat7.x = dot(u_xlat4, u_xlat3); u_xlat7.y = dot(u_xlat5, u_xlat3); u_xlat7.z = dot(u_xlat6, u_xlat3); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat4.xyz, u_xlat0.xyz); u_xlat3.x = dot(u_xlat5.xyz, u_xlat0.xyz); u_xlat3.y = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat3.z = dot(u_xlat4.zxy, u_xlat2.xzw); u_xlat3.w = dot(u_xlat5.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat6.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat7.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat7.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat7.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat7.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat3.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat3.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat3.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = uint(floatBitsToUint(u_xlat3.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices #version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; int u_xlati1; vec3 u_xlat2; vec3 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec3 u_xlat8; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlati1 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 2])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 2])); u_xlat4.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 2])); u_xlat5.x = u_xlat8.x; u_xlat5.y = u_xlat2.x; u_xlat5.z = u_xlat3.x; u_xlat5.w = u_xlat4.x; u_xlat0.w = 1.0; u_xlat5.x = dot(u_xlat5, u_xlat0); u_xlat6.x = u_xlat8.y; u_xlat6.y = u_xlat2.y; u_xlat6.z = u_xlat3.y; u_xlat6.w = u_xlat4.y; u_xlat5.y = dot(u_xlat6, u_xlat0); u_xlat4.x = u_xlat8.z; u_xlat4.y = u_xlat2.z; u_xlat4.z = u_xlat3.z; u_xlat5.z = dot(u_xlat4, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat5.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat5.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat5.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; vec3 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; int u_xlati31; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlati31 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat2.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.xyz = u_xlat0.xyz; u_xlat7.w = 1.0; u_xlat8.x = dot(u_xlat6, u_xlat7); u_xlat9.x = u_xlat2.y; u_xlat9.y = u_xlat3.y; u_xlat9.z = u_xlat4.y; u_xlat9.w = u_xlat5.y; u_xlat8.y = dot(u_xlat9, u_xlat7); u_xlat5.x = u_xlat2.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat8.z = dot(u_xlat5, u_xlat7); u_xlat1.z = u_xlat0.w; u_xlat8.w = dot(u_xlat6.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat9.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat8.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat8.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat8.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat8.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; int u_xlati2; vec3 u_xlat3; vec3 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec3 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlati2 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat12.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat12.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.xyz = u_xlat0.xyz; u_xlat7.w = 1.0; u_xlat8.x = dot(u_xlat6, u_xlat7); u_xlat9.x = u_xlat12.y; u_xlat9.y = u_xlat3.y; u_xlat9.z = u_xlat4.y; u_xlat9.w = u_xlat5.y; u_xlat8.y = dot(u_xlat9, u_xlat7); u_xlat5.x = u_xlat12.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat8.z = dot(u_xlat5, u_xlat7); u_xlat1.w = u_xlat0.w; u_xlat8.w = dot(u_xlat6.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat9.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat8.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat8.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat8.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat8.w)); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat0.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; int u_xlati3; vec3 u_xlat4; vec3 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec3 u_xlat14; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlati3 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat14.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat14.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.xyz = u_xlat0.yzw; u_xlat8.w = 1.0; u_xlat9.x = dot(u_xlat7, u_xlat8); u_xlat10.x = u_xlat14.y; u_xlat10.y = u_xlat4.y; u_xlat10.z = u_xlat5.y; u_xlat10.w = u_xlat6.y; u_xlat9.y = dot(u_xlat10, u_xlat8); u_xlat6.x = u_xlat14.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat9.z = dot(u_xlat6, u_xlat8); u_xlat0.yz = u_xlat1.xy; u_xlat9.w = dot(u_xlat7.xyz, u_xlat0.xyz); u_xlat3.x = dot(u_xlat10.xyz, u_xlat0.xyz); u_xlat3.y = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat3.z = dot(u_xlat7.zxy, u_xlat2.xzw); u_xlat3.w = dot(u_xlat10.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat6.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat9.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat9.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat9.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat9.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat3.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat3.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat3.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = uint(floatBitsToUint(u_xlat3.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat2.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.x = u_xlat2.y; u_xlat7.y = u_xlat3.y; u_xlat7.z = u_xlat4.y; u_xlat7.w = u_xlat5.y; u_xlat5.x = u_xlat2.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat4.x; u_xlat9.w = u_xlat8.x; u_xlat9 = u_xlat1.yyyy * u_xlat9; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat4.y; u_xlat10.w = u_xlat8.y; u_xlat10 = u_xlat1.yyyy * u_xlat10; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat4.z; u_xlat2 = u_xlat1.yyyy * u_xlat8; u_xlat3 = u_xlat6 * u_xlat1.xxxx + u_xlat9; u_xlat4 = u_xlat7 * u_xlat1.xxxx + u_xlat10; u_xlat1 = u_xlat5 * u_xlat1.xxxx + u_xlat2; u_xlat0.w = 1.0; u_xlat2.x = dot(u_xlat3, u_xlat0); u_xlat2.y = dot(u_xlat4, u_xlat0); u_xlat2.z = dot(u_xlat1, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat2.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat2.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat2.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat2 = u_xlat6 * u_xlat2.xxxx + u_xlat3; u_xlat3.xyz = u_xlat0.xyz; u_xlat3.w = 1.0; u_xlat6.x = dot(u_xlat4, u_xlat3); u_xlat6.y = dot(u_xlat5, u_xlat3); u_xlat6.z = dot(u_xlat2, u_xlat3); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat4.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat2.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat2.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat2 = u_xlat6 * u_xlat2.xxxx + u_xlat3; u_xlat3.xyz = u_xlat0.xyz; u_xlat3.w = 1.0; u_xlat6.x = dot(u_xlat4, u_xlat3); u_xlat6.y = dot(u_xlat5, u_xlat3); u_xlat6.z = dot(u_xlat2, u_xlat3); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat4.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat0.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat3.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat3.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat3.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat3.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat3.xxxx + u_xlat12; u_xlat3 = u_xlat7 * u_xlat3.xxxx + u_xlat4; u_xlat4.xyz = u_xlat0.yzw; u_xlat4.w = 1.0; u_xlat7.x = dot(u_xlat5, u_xlat4); u_xlat7.y = dot(u_xlat6, u_xlat4); u_xlat7.z = dot(u_xlat3, u_xlat4); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat5.xyz, u_xlat0.xyz); u_xlat4.x = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat4.y = dot(u_xlat3.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat4.z = dot(u_xlat5.zxy, u_xlat2.xzw); u_xlat4.w = dot(u_xlat6.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat3.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat7.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat7.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat7.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat7.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat4.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat4.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat4.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = uint(floatBitsToUint(u_xlat4.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices3#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; ivec4 u_xlati2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati2 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat1.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat1.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat1.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat1.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat1.xxxx + u_xlat11; u_xlat3 = u_xlat6 * u_xlat1.xxxx + u_xlat3; u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat6.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat6.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat6.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat4 = u_xlat10 * u_xlat1.zzzz + u_xlat4; u_xlat5 = u_xlat11 * u_xlat1.zzzz + u_xlat5; u_xlat3 = u_xlat9 * u_xlat1.zzzz + u_xlat3; u_xlat1.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 2])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat1.x; u_xlat8.y = u_xlat2.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat1.y; u_xlat9.y = u_xlat2.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat1.z; u_xlat7.y = u_xlat2.z; u_xlat7.z = u_xlat6.z; u_xlat2 = u_xlat8 * u_xlat1.wwww + u_xlat4; u_xlat4 = u_xlat9 * u_xlat1.wwww + u_xlat5; u_xlat1 = u_xlat7 * u_xlat1.wwww + u_xlat3; u_xlat0.w = 1.0; u_xlat2.x = dot(u_xlat2, u_xlat0); u_xlat2.y = dot(u_xlat4, u_xlat0); u_xlat2.z = dot(u_xlat1, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat2.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesH"#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; ivec4 u_xlati3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati3 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat2.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat2.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat2.xxxx + u_xlat12; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat4; u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat7.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat7.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat7.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat5 = u_xlat11 * u_xlat2.zzzz + u_xlat5; u_xlat6 = u_xlat12 * u_xlat2.zzzz + u_xlat6; u_xlat4 = u_xlat10 * u_xlat2.zzzz + u_xlat4; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat7.z; u_xlat3 = u_xlat9 * u_xlat2.wwww + u_xlat5; u_xlat5 = u_xlat10 * u_xlat2.wwww + u_xlat6; u_xlat2 = u_xlat8 * u_xlat2.wwww + u_xlat4; u_xlat4.xyz = u_xlat0.xyz; u_xlat4.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat4); u_xlat6.y = dot(u_xlat5, u_xlat4); u_xlat6.z = dot(u_xlat2, u_xlat4); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices##version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; ivec4 u_xlati3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati3 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat2.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat2.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat2.xxxx + u_xlat12; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat4; u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat7.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat7.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat7.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat5 = u_xlat11 * u_xlat2.zzzz + u_xlat5; u_xlat6 = u_xlat12 * u_xlat2.zzzz + u_xlat6; u_xlat4 = u_xlat10 * u_xlat2.zzzz + u_xlat4; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat7.z; u_xlat3 = u_xlat9 * u_xlat2.wwww + u_xlat5; u_xlat5 = u_xlat10 * u_xlat2.wwww + u_xlat6; u_xlat2 = u_xlat8 * u_xlat2.wwww + u_xlat4; u_xlat4.xyz = u_xlat0.xyz; u_xlat4.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat4); u_xlat6.y = dot(u_xlat5, u_xlat4); u_xlat6.z = dot(u_xlat2, u_xlat4); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat0.z)); return; } @@main$Globals inVerticesinSkin inMatrices outVertices%#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; ivec4 u_xlati4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; vec4 u_xlat13; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati4 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat5.x; u_xlat9.y = u_xlat6.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat5.y; u_xlat10.y = u_xlat6.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat5.z; u_xlat8.y = u_xlat6.z; u_xlat8.z = u_xlat7.z; u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 2])); u_xlat11.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 2])); u_xlat12.x = u_xlat5.x; u_xlat12.y = u_xlat6.x; u_xlat12.z = u_xlat7.x; u_xlat12.w = u_xlat11.x; u_xlat12 = u_xlat3.yyyy * u_xlat12; u_xlat13.x = u_xlat5.y; u_xlat13.y = u_xlat6.y; u_xlat13.z = u_xlat7.y; u_xlat13.w = u_xlat11.y; u_xlat13 = u_xlat3.yyyy * u_xlat13; u_xlat11.x = u_xlat5.z; u_xlat11.y = u_xlat6.z; u_xlat11.z = u_xlat7.z; u_xlat5 = u_xlat3.yyyy * u_xlat11; u_xlat6 = u_xlat9 * u_xlat3.xxxx + u_xlat12; u_xlat7 = u_xlat10 * u_xlat3.xxxx + u_xlat13; u_xlat5 = u_xlat8 * u_xlat3.xxxx + u_xlat5; u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 2])); u_xlat10.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 2])); u_xlat11.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 2])); u_xlat12.x = u_xlat8.x; u_xlat12.y = u_xlat9.x; u_xlat12.z = u_xlat10.x; u_xlat12.w = u_xlat11.x; u_xlat13.x = u_xlat8.y; u_xlat13.y = u_xlat9.y; u_xlat13.z = u_xlat10.y; u_xlat13.w = u_xlat11.y; u_xlat11.x = u_xlat8.z; u_xlat11.y = u_xlat9.z; u_xlat11.z = u_xlat10.z; u_xlat6 = u_xlat12 * u_xlat3.zzzz + u_xlat6; u_xlat7 = u_xlat13 * u_xlat3.zzzz + u_xlat7; u_xlat5 = u_xlat11 * u_xlat3.zzzz + u_xlat5; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat8.z; u_xlat4 = u_xlat10 * u_xlat3.wwww + u_xlat6; u_xlat6 = u_xlat11 * u_xlat3.wwww + u_xlat7; u_xlat3 = u_xlat9 * u_xlat3.wwww + u_xlat5; u_xlat5.xyz = u_xlat0.yzw; u_xlat5.w = 1.0; u_xlat7.x = dot(u_xlat4, u_xlat5); u_xlat7.y = dot(u_xlat6, u_xlat5); u_xlat7.z = dot(u_xlat3, u_xlat5); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat4.xyz, u_xlat0.xyz); u_xlat5.x = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat5.y = dot(u_xlat3.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat5.z = dot(u_xlat4.zxy, u_xlat2.xzw); u_xlat5.w = dot(u_xlat6.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat3.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat7.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat7.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat7.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat7.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat5.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat5.y)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat5.z)); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = uint(floatBitsToUint(u_xlat5.w)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); return; } @@$Globals g_VertCount main$Globals inVerticesinSkin inMatrices outVerticesU#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; uint u_xlatu1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; float u_xlat5; uint u_xlatu5; vec3 u_xlat6; vec3 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; int u_xlati12; uint u_xlatu12; vec3 u_xlat16; uint u_xlatu23; int u_xlati34; uint u_xlatu34; bool u_xlatb34; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlatu1 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati12 = int(gl_GlobalInvocationID.x) + 1; u_xlatu12 = inSkin_buf[u_xlati12].value[(0 >> 2) + 0]; u_xlat2.x = float(0.0); u_xlat2.y = float(0.0); u_xlat2.z = float(0.0); u_xlat2.w = float(0.0); u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlatu23 = u_xlatu1; while(true){ u_xlatb34 = u_xlatu23>=u_xlatu12; if(u_xlatb34){break;} u_xlatu34 = inSkin_buf[u_xlatu23].value[(0 >> 2) + 0]; u_xlatu5 = u_xlatu34 >> (16u & uint(0x1F)); u_xlat5 = float(u_xlatu5); u_xlat5 = u_xlat5 * 1.52590219e-05; u_xlati34 = int(u_xlatu34 & 65535u); u_xlat16.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati34].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat16.x; u_xlat9.y = u_xlat6.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat16.y; u_xlat10.y = u_xlat6.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat16.z; u_xlat8.y = u_xlat6.z; u_xlat8.z = u_xlat7.z; u_xlat2 = u_xlat9 * vec4(u_xlat5) + u_xlat2; u_xlat3 = u_xlat10 * vec4(u_xlat5) + u_xlat3; u_xlat4 = u_xlat8 * vec4(u_xlat5) + u_xlat4; u_xlatu23 = u_xlatu23 + 1u; } u_xlat0.w = 1.0; u_xlat1.x = dot(u_xlat2, u_xlat0); u_xlat1.y = dot(u_xlat3, u_xlat0); u_xlat1.z = dot(u_xlat4, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat1.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat1.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat1.z); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesL#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; int u_xlati2; uint u_xlatu2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec3 u_xlat7; vec3 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; uint u_xlatu14; int u_xlati26; uint u_xlatu26; bool u_xlatb26; uint u_xlatu37; float u_xlat38; uint u_xlatu38; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlatu37 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati2 = int(gl_GlobalInvocationID.x) + 1; u_xlatu2 = inSkin_buf[u_xlati2].value[(0 >> 2) + 0]; u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); u_xlatu14 = u_xlatu37; while(true){ u_xlatb26 = u_xlatu14>=u_xlatu2; if(u_xlatb26){break;} u_xlatu26 = inSkin_buf[u_xlatu14].value[(0 >> 2) + 0]; u_xlatu38 = u_xlatu26 >> (16u & uint(0x1F)); u_xlat38 = float(u_xlatu38); u_xlat38 = u_xlat38 * 1.52590219e-05; u_xlati26 = int(u_xlatu26 & 65535u); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati26].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat6.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat6.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat6.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat3 = u_xlat10 * vec4(u_xlat38) + u_xlat3; u_xlat4 = u_xlat11 * vec4(u_xlat38) + u_xlat4; u_xlat5 = u_xlat9 * vec4(u_xlat38) + u_xlat5; u_xlatu14 = u_xlatu14 + 1u; } u_xlat2.xyz = u_xlat0.xyz; u_xlat2.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat2); u_xlat6.y = dot(u_xlat4, u_xlat2); u_xlat6.z = dot(u_xlat5, u_xlat2); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat4.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; uint u_xlatu2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; uint u_xlatu6; vec3 u_xlat7; vec3 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; int u_xlati14; uint u_xlatu14; vec3 u_xlat18; uint u_xlatu26; int u_xlati38; uint u_xlatu38; bool u_xlatb38; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlatu2 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati14 = int(gl_GlobalInvocationID.x) + 1; u_xlatu14 = inSkin_buf[u_xlati14].value[(0 >> 2) + 0]; u_xlat3.x = float(0.0); u_xlat3.y = float(0.0); u_xlat3.z = float(0.0); u_xlat3.w = float(0.0); u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); u_xlatu26 = u_xlatu2; while(true){ u_xlatb38 = u_xlatu26>=u_xlatu14; if(u_xlatb38){break;} u_xlatu38 = inSkin_buf[u_xlatu26].value[(0 >> 2) + 0]; u_xlatu6 = u_xlatu38 >> (16u & uint(0x1F)); u_xlat6.x = float(u_xlatu6); u_xlat6.x = u_xlat6.x * 1.52590219e-05; u_xlati38 = int(u_xlatu38 & 65535u); u_xlat18.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati38].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat18.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat18.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat18.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat3 = u_xlat10 * u_xlat6.xxxx + u_xlat3; u_xlat4 = u_xlat11 * u_xlat6.xxxx + u_xlat4; u_xlat5 = u_xlat9 * u_xlat6.xxxx + u_xlat5; u_xlatu26 = u_xlatu26 + 1u; } u_xlat2.xyz = u_xlat0.xyz; u_xlat2.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat2); u_xlat6.y = dot(u_xlat4, u_xlat2); u_xlat6.z = dot(u_xlat5, u_xlat2); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat4.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat0.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; uint u_xlatu3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; uint u_xlatu7; vec3 u_xlat8; vec3 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; int u_xlati16; uint u_xlatu16; vec3 u_xlat20; uint u_xlatu29; int u_xlati42; uint u_xlatu42; bool u_xlatb42; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlatu3 = inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]; u_xlati16 = int(gl_GlobalInvocationID.x) + 1; u_xlatu16 = inSkin_buf[u_xlati16].value[(0 >> 2) + 0]; u_xlat4.x = float(0.0); u_xlat4.y = float(0.0); u_xlat4.z = float(0.0); u_xlat4.w = float(0.0); u_xlat5.x = float(0.0); u_xlat5.y = float(0.0); u_xlat5.z = float(0.0); u_xlat5.w = float(0.0); u_xlat6.x = float(0.0); u_xlat6.y = float(0.0); u_xlat6.z = float(0.0); u_xlat6.w = float(0.0); u_xlatu29 = u_xlatu3; while(true){ u_xlatb42 = u_xlatu29>=u_xlatu16; if(u_xlatb42){break;} u_xlatu42 = inSkin_buf[u_xlatu29].value[(0 >> 2) + 0]; u_xlatu7 = u_xlatu42 >> (16u & uint(0x1F)); u_xlat7.x = float(u_xlatu7); u_xlat7.x = u_xlat7.x * 1.52590219e-05; u_xlati42 = int(u_xlatu42 & 65535u); u_xlat20.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati42].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat20.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat20.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat20.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat4 = u_xlat11 * u_xlat7.xxxx + u_xlat4; u_xlat5 = u_xlat12 * u_xlat7.xxxx + u_xlat5; u_xlat6 = u_xlat10 * u_xlat7.xxxx + u_xlat6; u_xlatu29 = u_xlatu29 + 1u; } u_xlat3.xyz = u_xlat0.yzw; u_xlat3.w = 1.0; u_xlat7.x = dot(u_xlat4, u_xlat3); u_xlat7.y = dot(u_xlat5, u_xlat3); u_xlat7.z = dot(u_xlat6, u_xlat3); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat4.xyz, u_xlat0.xyz); u_xlat3.x = dot(u_xlat5.xyz, u_xlat0.xyz); u_xlat3.y = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat3.z = dot(u_xlat4.zxy, u_xlat2.xzw); u_xlat3.w = dot(u_xlat5.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat6.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat7.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat7.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat7.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat7.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat3.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat3.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat3.z); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = floatBitsToUint(u_xlat3.w); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = floatBitsToUint(u_xlat2.y); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesj #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; int u_xlati1; vec3 u_xlat2; vec3 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec3 u_xlat8; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlati1 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(0 >> 2) + 2])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(16 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(32 >> 2) + 2])); u_xlat4.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati1].value[(48 >> 2) + 2])); u_xlat5.x = u_xlat8.x; u_xlat5.y = u_xlat2.x; u_xlat5.z = u_xlat3.x; u_xlat5.w = u_xlat4.x; u_xlat0.w = 1.0; u_xlat5.x = dot(u_xlat5, u_xlat0); u_xlat6.x = u_xlat8.y; u_xlat6.y = u_xlat2.y; u_xlat6.z = u_xlat3.y; u_xlat6.w = u_xlat4.y; u_xlat5.y = dot(u_xlat6, u_xlat0); u_xlat4.x = u_xlat8.z; u_xlat4.y = u_xlat2.z; u_xlat4.z = u_xlat3.z; u_xlat5.z = dot(u_xlat4, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat5.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat5.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat5.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec3 u_xlat2; vec3 u_xlat3; vec3 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; int u_xlati31; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlati31 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati31].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat2.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.xyz = u_xlat0.xyz; u_xlat7.w = 1.0; u_xlat8.x = dot(u_xlat6, u_xlat7); u_xlat9.x = u_xlat2.y; u_xlat9.y = u_xlat3.y; u_xlat9.z = u_xlat4.y; u_xlat9.w = u_xlat5.y; u_xlat8.y = dot(u_xlat9, u_xlat7); u_xlat5.x = u_xlat2.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat8.z = dot(u_xlat5, u_xlat7); u_xlat1.z = u_xlat0.w; u_xlat8.w = dot(u_xlat6.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat9.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat8.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat8.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat8.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat8.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesE#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; int u_xlati2; vec3 u_xlat3; vec3 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec3 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlati2 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat12.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat12.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.xyz = u_xlat0.xyz; u_xlat7.w = 1.0; u_xlat8.x = dot(u_xlat6, u_xlat7); u_xlat9.x = u_xlat12.y; u_xlat9.y = u_xlat3.y; u_xlat9.z = u_xlat4.y; u_xlat9.w = u_xlat5.y; u_xlat8.y = dot(u_xlat9, u_xlat7); u_xlat5.x = u_xlat12.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat8.z = dot(u_xlat5, u_xlat7); u_xlat1.w = u_xlat0.w; u_xlat8.w = dot(u_xlat6.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat9.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat5.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat8.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat8.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat8.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat8.w); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat0.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[1] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; int u_xlati3; vec3 u_xlat4; vec3 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec3 u_xlat14; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlati3 = int(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]); u_xlat14.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat14.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.xyz = u_xlat0.yzw; u_xlat8.w = 1.0; u_xlat9.x = dot(u_xlat7, u_xlat8); u_xlat10.x = u_xlat14.y; u_xlat10.y = u_xlat4.y; u_xlat10.z = u_xlat5.y; u_xlat10.w = u_xlat6.y; u_xlat9.y = dot(u_xlat10, u_xlat8); u_xlat6.x = u_xlat14.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat9.z = dot(u_xlat6, u_xlat8); u_xlat0.yz = u_xlat1.xy; u_xlat9.w = dot(u_xlat7.xyz, u_xlat0.xyz); u_xlat3.x = dot(u_xlat10.xyz, u_xlat0.xyz); u_xlat3.y = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat3.z = dot(u_xlat7.zxy, u_xlat2.xzw); u_xlat3.w = dot(u_xlat10.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat6.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat9.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat9.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat9.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat9.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat3.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat3.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat3.z); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = floatBitsToUint(u_xlat3.w); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = floatBitsToUint(u_xlat2.y); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(32 >> 2) + 2])); u_xlat5.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.z)].value[(48 >> 2) + 2])); u_xlat6.x = u_xlat2.x; u_xlat6.y = u_xlat3.x; u_xlat6.z = u_xlat4.x; u_xlat6.w = u_xlat5.x; u_xlat7.x = u_xlat2.y; u_xlat7.y = u_xlat3.y; u_xlat7.z = u_xlat4.y; u_xlat7.w = u_xlat5.y; u_xlat5.x = u_xlat2.z; u_xlat5.y = u_xlat3.z; u_xlat5.z = u_xlat4.z; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(16 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat1.w)].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat4.x; u_xlat9.w = u_xlat8.x; u_xlat9 = u_xlat1.yyyy * u_xlat9; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat4.y; u_xlat10.w = u_xlat8.y; u_xlat10 = u_xlat1.yyyy * u_xlat10; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat4.z; u_xlat2 = u_xlat1.yyyy * u_xlat8; u_xlat3 = u_xlat6 * u_xlat1.xxxx + u_xlat9; u_xlat4 = u_xlat7 * u_xlat1.xxxx + u_xlat10; u_xlat1 = u_xlat5 * u_xlat1.xxxx + u_xlat2; u_xlat0.w = 1.0; u_xlat2.x = dot(u_xlat3, u_xlat0); u_xlat2.y = dot(u_xlat4, u_xlat0); u_xlat2.z = dot(u_xlat1, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat2.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat2.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat2.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat2.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat2 = u_xlat6 * u_xlat2.xxxx + u_xlat3; u_xlat3.xyz = u_xlat0.xyz; u_xlat3.w = 1.0; u_xlat6.x = dot(u_xlat4, u_xlat3); u_xlat6.y = dot(u_xlat5, u_xlat3); u_xlat6.z = dot(u_xlat2, u_xlat3); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat4.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); return; } @@main$Globals inVerticesinSkin inMatrices outVerticesm#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.z)].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat2.w)].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat2.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat2.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat2 = u_xlat6 * u_xlat2.xxxx + u_xlat3; u_xlat3.xyz = u_xlat0.xyz; u_xlat3.w = 1.0; u_xlat6.x = dot(u_xlat4, u_xlat3); u_xlat6.y = dot(u_xlat5, u_xlat3); u_xlat6.z = dot(u_xlat2, u_xlat3); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat4.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat0.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices2#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[4] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.z)].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[floatBitsToInt(u_xlat3.w)].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat3.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat3.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat3.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat3.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat3.xxxx + u_xlat12; u_xlat3 = u_xlat7 * u_xlat3.xxxx + u_xlat4; u_xlat4.xyz = u_xlat0.yzw; u_xlat4.w = 1.0; u_xlat7.x = dot(u_xlat5, u_xlat4); u_xlat7.y = dot(u_xlat6, u_xlat4); u_xlat7.z = dot(u_xlat3, u_xlat4); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat5.xyz, u_xlat0.xyz); u_xlat4.x = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat4.y = dot(u_xlat3.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat4.z = dot(u_xlat5.zxy, u_xlat2.xzw); u_xlat4.w = dot(u_xlat6.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat3.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat7.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat7.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat7.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat7.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat4.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat4.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat4.z); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = floatBitsToUint(u_xlat4.w); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = floatBitsToUint(u_xlat2.y); return; } @@main$Globals inVerticesinSkin inMatrices outVertices#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[3] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; ivec4 u_xlati2; vec4 u_xlat3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati2 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(32 >> 2) + 2])); u_xlat6.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.x].value[(48 >> 2) + 2])); u_xlat7.x = u_xlat3.x; u_xlat7.y = u_xlat4.x; u_xlat7.z = u_xlat5.x; u_xlat7.w = u_xlat6.x; u_xlat8.x = u_xlat3.y; u_xlat8.y = u_xlat4.y; u_xlat8.z = u_xlat5.y; u_xlat8.w = u_xlat6.y; u_xlat6.x = u_xlat3.z; u_xlat6.y = u_xlat4.z; u_xlat6.z = u_xlat5.z; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(16 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.y].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat5.x; u_xlat10.w = u_xlat9.x; u_xlat10 = u_xlat1.yyyy * u_xlat10; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat5.y; u_xlat11.w = u_xlat9.y; u_xlat11 = u_xlat1.yyyy * u_xlat11; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat5.z; u_xlat3 = u_xlat1.yyyy * u_xlat9; u_xlat4 = u_xlat7 * u_xlat1.xxxx + u_xlat10; u_xlat5 = u_xlat8 * u_xlat1.xxxx + u_xlat11; u_xlat3 = u_xlat6 * u_xlat1.xxxx + u_xlat3; u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(0 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.z].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat6.x; u_xlat10.y = u_xlat7.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat6.y; u_xlat11.y = u_xlat7.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat6.z; u_xlat9.y = u_xlat7.z; u_xlat9.z = u_xlat8.z; u_xlat4 = u_xlat10 * u_xlat1.zzzz + u_xlat4; u_xlat5 = u_xlat11 * u_xlat1.zzzz + u_xlat5; u_xlat3 = u_xlat9 * u_xlat1.zzzz + u_xlat3; u_xlat1.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(0 >> 2) + 2])); u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati2.w].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat1.x; u_xlat8.y = u_xlat2.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat1.y; u_xlat9.y = u_xlat2.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat1.z; u_xlat7.y = u_xlat2.z; u_xlat7.z = u_xlat6.z; u_xlat2 = u_xlat8 * u_xlat1.wwww + u_xlat4; u_xlat4 = u_xlat9 * u_xlat1.wwww + u_xlat5; u_xlat1 = u_xlat7 * u_xlat1.wwww + u_xlat3; u_xlat0.w = 1.0; u_xlat2.x = dot(u_xlat2, u_xlat0); u_xlat2.y = dot(u_xlat4, u_xlat0); u_xlat2.z = dot(u_xlat1, u_xlat0); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat2.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat2.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices"#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[6] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec3 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; ivec4 u_xlati3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati3 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat2.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat2.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat2.xxxx + u_xlat12; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat4; u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat7.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat7.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat7.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat5 = u_xlat11 * u_xlat2.zzzz + u_xlat5; u_xlat6 = u_xlat12 * u_xlat2.zzzz + u_xlat6; u_xlat4 = u_xlat10 * u_xlat2.zzzz + u_xlat4; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat7.z; u_xlat3 = u_xlat9 * u_xlat2.wwww + u_xlat5; u_xlat5 = u_xlat10 * u_xlat2.wwww + u_xlat6; u_xlat2 = u_xlat8 * u_xlat2.wwww + u_xlat4; u_xlat4.xyz = u_xlat0.xyz; u_xlat4.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat4); u_xlat6.y = dot(u_xlat5, u_xlat4); u_xlat6.z = dot(u_xlat2, u_xlat4); u_xlat1.z = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyz); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyz); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyz); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); return; } @@main$Globals inVerticesinSkin inMatrices outVertices##version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[7] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[7] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; ivec4 u_xlati3; vec4 u_xlat4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati3 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(32 >> 2) + 2])); u_xlat7.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.x].value[(48 >> 2) + 2])); u_xlat8.x = u_xlat4.x; u_xlat8.y = u_xlat5.x; u_xlat8.z = u_xlat6.x; u_xlat8.w = u_xlat7.x; u_xlat9.x = u_xlat4.y; u_xlat9.y = u_xlat5.y; u_xlat9.z = u_xlat6.y; u_xlat9.w = u_xlat7.y; u_xlat7.x = u_xlat4.z; u_xlat7.y = u_xlat5.z; u_xlat7.z = u_xlat6.z; u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(0 >> 2) + 2])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(16 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.y].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat4.x; u_xlat11.y = u_xlat5.x; u_xlat11.z = u_xlat6.x; u_xlat11.w = u_xlat10.x; u_xlat11 = u_xlat2.yyyy * u_xlat11; u_xlat12.x = u_xlat4.y; u_xlat12.y = u_xlat5.y; u_xlat12.z = u_xlat6.y; u_xlat12.w = u_xlat10.y; u_xlat12 = u_xlat2.yyyy * u_xlat12; u_xlat10.x = u_xlat4.z; u_xlat10.y = u_xlat5.z; u_xlat10.z = u_xlat6.z; u_xlat4 = u_xlat2.yyyy * u_xlat10; u_xlat5 = u_xlat8 * u_xlat2.xxxx + u_xlat11; u_xlat6 = u_xlat9 * u_xlat2.xxxx + u_xlat12; u_xlat4 = u_xlat7 * u_xlat2.xxxx + u_xlat4; u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(0 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(16 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(32 >> 2) + 2])); u_xlat10.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.z].value[(48 >> 2) + 2])); u_xlat11.x = u_xlat7.x; u_xlat11.y = u_xlat8.x; u_xlat11.z = u_xlat9.x; u_xlat11.w = u_xlat10.x; u_xlat12.x = u_xlat7.y; u_xlat12.y = u_xlat8.y; u_xlat12.z = u_xlat9.y; u_xlat12.w = u_xlat10.y; u_xlat10.x = u_xlat7.z; u_xlat10.y = u_xlat8.z; u_xlat10.z = u_xlat9.z; u_xlat5 = u_xlat11 * u_xlat2.zzzz + u_xlat5; u_xlat6 = u_xlat12 * u_xlat2.zzzz + u_xlat6; u_xlat4 = u_xlat10 * u_xlat2.zzzz + u_xlat4; u_xlat2.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(0 >> 2) + 2])); u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati3.w].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat2.x; u_xlat9.y = u_xlat3.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat2.y; u_xlat10.y = u_xlat3.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat2.z; u_xlat8.y = u_xlat3.z; u_xlat8.z = u_xlat7.z; u_xlat3 = u_xlat9 * u_xlat2.wwww + u_xlat5; u_xlat5 = u_xlat10 * u_xlat2.wwww + u_xlat6; u_xlat2 = u_xlat8 * u_xlat2.wwww + u_xlat4; u_xlat4.xyz = u_xlat0.xyz; u_xlat4.w = 1.0; u_xlat6.x = dot(u_xlat3, u_xlat4); u_xlat6.y = dot(u_xlat5, u_xlat4); u_xlat6.z = dot(u_xlat2, u_xlat4); u_xlat1.w = u_xlat0.w; u_xlat6.w = dot(u_xlat3.yzx, u_xlat1.xyw); u_xlat0.x = dot(u_xlat5.yzx, u_xlat1.xyw); u_xlat0.y = dot(u_xlat2.yzx, u_xlat1.xyw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); u_xlat0.z = u_xlat1.z; outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat0.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat0.z); return; } @@main$Globals inVerticesinSkin inMatrices outVertices{&#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_VertCount; }; struct inVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inVertices { inVertices_type inVertices_buf[]; }; struct inSkin_type { uint[8] value; }; layout(std430, binding = 2) readonly buffer inSkin { inSkin_type inSkin_buf[]; }; struct inMatrices_type { uint[16] value; }; layout(std430, binding = 3) readonly buffer inMatrices { inMatrices_type inMatrices_buf[]; }; struct outVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer outVertices { outVertices_type outVertices_buf[]; }; vec4 u_xlat0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; ivec4 u_xlati4; vec4 u_xlat5; vec4 u_xlat6; vec4 u_xlat7; vec4 u_xlat8; vec4 u_xlat9; vec4 u_xlat10; vec4 u_xlat11; vec4 u_xlat12; vec4 u_xlat13; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlat0 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2])); u_xlat1 = vec4(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat2.xy = vec2(uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 0]), uintBitsToFloat(inVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 0]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2]), uintBitsToFloat(inSkin_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3])); u_xlati4 = ivec4(int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 0]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2]), int(inSkin_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3])); u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(32 >> 2) + 2])); u_xlat8.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.x].value[(48 >> 2) + 2])); u_xlat9.x = u_xlat5.x; u_xlat9.y = u_xlat6.x; u_xlat9.z = u_xlat7.x; u_xlat9.w = u_xlat8.x; u_xlat10.x = u_xlat5.y; u_xlat10.y = u_xlat6.y; u_xlat10.z = u_xlat7.y; u_xlat10.w = u_xlat8.y; u_xlat8.x = u_xlat5.z; u_xlat8.y = u_xlat6.z; u_xlat8.z = u_xlat7.z; u_xlat5.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(0 >> 2) + 2])); u_xlat6.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(16 >> 2) + 2])); u_xlat7.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(32 >> 2) + 2])); u_xlat11.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.y].value[(48 >> 2) + 2])); u_xlat12.x = u_xlat5.x; u_xlat12.y = u_xlat6.x; u_xlat12.z = u_xlat7.x; u_xlat12.w = u_xlat11.x; u_xlat12 = u_xlat3.yyyy * u_xlat12; u_xlat13.x = u_xlat5.y; u_xlat13.y = u_xlat6.y; u_xlat13.z = u_xlat7.y; u_xlat13.w = u_xlat11.y; u_xlat13 = u_xlat3.yyyy * u_xlat13; u_xlat11.x = u_xlat5.z; u_xlat11.y = u_xlat6.z; u_xlat11.z = u_xlat7.z; u_xlat5 = u_xlat3.yyyy * u_xlat11; u_xlat6 = u_xlat9 * u_xlat3.xxxx + u_xlat12; u_xlat7 = u_xlat10 * u_xlat3.xxxx + u_xlat13; u_xlat5 = u_xlat8 * u_xlat3.xxxx + u_xlat5; u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(0 >> 2) + 2])); u_xlat9.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(16 >> 2) + 2])); u_xlat10.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(32 >> 2) + 2])); u_xlat11.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.z].value[(48 >> 2) + 2])); u_xlat12.x = u_xlat8.x; u_xlat12.y = u_xlat9.x; u_xlat12.z = u_xlat10.x; u_xlat12.w = u_xlat11.x; u_xlat13.x = u_xlat8.y; u_xlat13.y = u_xlat9.y; u_xlat13.z = u_xlat10.y; u_xlat13.w = u_xlat11.y; u_xlat11.x = u_xlat8.z; u_xlat11.y = u_xlat9.z; u_xlat11.z = u_xlat10.z; u_xlat6 = u_xlat12 * u_xlat3.zzzz + u_xlat6; u_xlat7 = u_xlat13 * u_xlat3.zzzz + u_xlat7; u_xlat5 = u_xlat11 * u_xlat3.zzzz + u_xlat5; u_xlat3.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(0 >> 2) + 2])); u_xlat4.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(16 >> 2) + 2])); u_xlat8.xyz = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(32 >> 2) + 2])); u_xlat9.xyw = vec3(uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 0]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 1]), uintBitsToFloat(inMatrices_buf[u_xlati4.w].value[(48 >> 2) + 2])); u_xlat10.x = u_xlat3.x; u_xlat10.y = u_xlat4.x; u_xlat10.z = u_xlat8.x; u_xlat10.w = u_xlat9.x; u_xlat11.x = u_xlat3.y; u_xlat11.y = u_xlat4.y; u_xlat11.z = u_xlat8.y; u_xlat11.w = u_xlat9.y; u_xlat9.x = u_xlat3.z; u_xlat9.y = u_xlat4.z; u_xlat9.z = u_xlat8.z; u_xlat4 = u_xlat10 * u_xlat3.wwww + u_xlat6; u_xlat6 = u_xlat11 * u_xlat3.wwww + u_xlat7; u_xlat3 = u_xlat9 * u_xlat3.wwww + u_xlat5; u_xlat5.xyz = u_xlat0.yzw; u_xlat5.w = 1.0; u_xlat7.x = dot(u_xlat4, u_xlat5); u_xlat7.y = dot(u_xlat6, u_xlat5); u_xlat7.z = dot(u_xlat3, u_xlat5); u_xlat0.yz = u_xlat1.xy; u_xlat7.w = dot(u_xlat4.xyz, u_xlat0.xyz); u_xlat5.x = dot(u_xlat6.xyz, u_xlat0.xyz); u_xlat5.y = dot(u_xlat3.xyz, u_xlat0.xyz); u_xlat2.zw = u_xlat1.zw; u_xlat5.z = dot(u_xlat4.zxy, u_xlat2.xzw); u_xlat5.w = dot(u_xlat6.zxy, u_xlat2.xzw); u_xlat2.x = dot(u_xlat3.zxy, u_xlat2.xzw); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2)] = floatBitsToUint(u_xlat7.x); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat7.y); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat7.z); outVertices_buf[gl_GlobalInvocationID.x].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat7.w); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2)] = floatBitsToUint(u_xlat5.x); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat5.y); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat5.z); outVertices_buf[gl_GlobalInvocationID.x].value[(16 >> 2) + 3] = floatBitsToUint(u_xlat5.w); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2)] = floatBitsToUint(u_xlat2.x); outVertices_buf[gl_GlobalInvocationID.x].value[(32 >> 2) + 1] = floatBitsToUint(u_xlat2.y); return; } @@$Globals g_VertCountmain$Globals inVerticesinSkin inMatrices outVerticesXDXBC䵺"H7X,<LISGNOSGNSHEXPAjYF ppp@_h @P   >& @ r Fr)" @bq6@6@6@60P:* ):@ pU" @V"8"@7 @r @Frr @Frr @ Fr @0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F VF2 F VF2 F VF:@6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC lxb:m ,<LISGNOSGNSHEXPnjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @*t6@6@6@6*0P:: ):@ pU" @V"8"@7 @r @Frr @Frr @ Fr @0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F VF2 F VF2 F VF:@6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC(^v&Сs@ڰ ,<LISGNOSGNSHEXPsjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @*t6@6@6@6*0P" :)" @"pUB@VB*8B*@7"@r@Frr@Frr @ Fr @0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F F2 F F2 F F @6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCQjwlWW,<LISGNOSGNSHEXxPjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @2:Fp6@6@6@6 0P::):@:pUB:@VB*8B*@7:@r:@Frr :@Frr :@ Fr :@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F F:@6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCne Q u&:DL ,<LISGNOSGNSHEX0PjYF ppp@_h@P   >& @ r Fr)" @"pr@Frr@Frr@ Fr@0Fx6 6" 6B 6 6@?FF66"6B6"FF6*6"*6B*BFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices8DXBC5T\H-K8,<LISGNOSGNSHEXPjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @B*pr*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6@?FF6 6" 6B 6 "F F6*6"*6B*BFFFF"F FBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVerticesLDXBCezvqc2MNWxVKL,<LISGNOSGNSHEXPjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @B*pr*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6@?FF6 6" 6B 6 "F F6*6"*6B*BFFFF"F FBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC v:Jxvtwa,<LISGNOSGNSHEXP)jYF ppp@_h @P   >& @(r Fr#b@((@ rFr*F~) @:pr:@Frr:@Frr:@ Fr:@0Fx6 6" 6B 6 6@? FF6 6" 6B 6 " F F6*6"*6B*B FFFF"F FBFFFF"F FBFFr F rF6:*F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC "r=M S>P,<LISGNOSGNSHEX|P_jYF ppp@_h @P   >& @ r Fr)" @F~*@yr*@Frr*@ Fr*@0Fx66" 6B 6 6*6"6B66:6"*6B*:@yr:@Frr:@ Fr:@0Fx6 6" 6B 6 8 VF 6 *6" 6B 6 8 VF 6:6"*6B*8VF2 FF 2 FF 2 FF6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBCE"ɮK;,<,<LISGNOSGNSHEX0PjYF ppp@_h @P   >& @r Fr#" @@ rFr)B @*F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 FF 2 F F 2 FF6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVerticesDXBC B0,Hq,<LISGNOSGNSHEXDPjYF ppp@_h @P   >& @ r Fr#" @ @ F~)B @*F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 FF 2 F F 2 FF6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesDDXBCy l:r?|+D,<LISGNOSGNSHEXPjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @:F~r*@Frr*@Frr*@ Fr*@0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FF6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBCt9v|U ,<LISGNOSGNSHEX PljYF ppp@_h @P   >& @ r Fr)" @F~#" @ @F~ @yr @Frr @ Fr @0Fx66" 6B 6 6*6"6B66:6"*6B*@yr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 *6" 6B 6  8 VF 6 :6" *6B *8VF 2 FF 2 FF 2 FF*@yr*@Frr*@ Fr *@0Fx6 6" 6B 6  6 *6" 6B 6  6 :6" *6B *2 F F2 F F2 F F:@yr:@Frr:@ Fr:@0Fx66" 6B 6 6 *6" 6B 6 6:6"*6B*2 FF2 F F2 FF6@?FF"FFBFFr F>@@main$Globals inVerticesinSkin inMatrices outVertices DXBCnb=h' ,<LISGNOSGNSHEXd PjYF ppp@_h@P   >& @r Fr#" @@ rFr)B @*F~#B @ @*F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FFr*@Frr *@Frr *@ Fr *@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFr FrF>@@main$Globals inVerticesinSkin inMatrices outVertices DXBC(eMd9L3_ ,<LISGNOSGNSHEXx PjYF ppp@_h@P   >& @ r Fr#" @ @ F~)B @*F~#B @ @*F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6 6 6" 6B 6 6*6"*6B*r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 6 6" 6B 6  8 VF 6 *6" *6B *8VF 2 F F 2 F F 2 FFr*@Frr *@Frr *@ Fr *@0Fx6 6"  6B  6  6 6"  6B  6  6 *6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr:@ Fr :@0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFr F6:F>@@main$Globals inVerticesinSkin inMatrices outVerticesx DXBCyQjhb"%x ,<LISGNOSGNSHEX$ PjYF ppp@_h@P   >& @(r Fr#b@((@ rFr*F~) @:F~# @ @:F~r @Frr @Frr @ Fr @0Fx6 6" 6B 6  6 6" 6B 6  6 *6" *6B *r@Frr@Frr@ Fr @0Fx6 6" 6B 6  8 VF 66"6B6 8VF6 *6" *6B *8VF 2 F F 2 F F2 F Fr *@Frr *@Frr *@ Fr *@0Fx6  6"  6B  6  6 6" 6B 6 6 * 6" * 6B * 2 F F2 F F2 F Fr:@Frr:@Frr :@ Fr :@0Fx6 6" 6B  6  6 6" 6B  6  6 *6" *6B * 2 F F2 F F2 F F6@?FF"FFBFFFF"FFBFFFF"FFBFFr FrF6:*F>@@$Globals g_VertCountmainCGlobals inMatricesinSkin inVertices outVertices# = GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(?u_xlatu1BinSkin_typeBvalueDinSkinDinSkin_bufFLu_xlati12Qu_xlatu12Uu_xlat2]u_xlat3bu_xlat4hu_xlatu_loop_1ru_xlatu34vu_xlatu5zu_xlat5u_xlati34u_xlat16inMatrices_typevalueinMatricesinMatrices_bufu_xlat6u_xlat7u_xlat8u_xlat9u_xlat10u_xlat1 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_buf/u_xlat_precise_vec42u_xlat_precise_ivec45u_xlat_precise_bvec48u_xlat_precise_uvec49u_xlatu23:u_xlatb34G H#GG"G!G#H$#G% H&H&#G&G("G(!GAHB#GCHDHD#GDGF"GF!GH#G@HH#GG"G!GH#G H#GG"G!G< ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6: > ;>?+ @A @BACBDC ED;EF K;KL;>Q; U+V W+ Z; ]; b g ;>r;>v+ x;Wz+~7;K+ :; x ;;+++;++ + ; + + +; ; +?; " ; .0 103 436  76;>9;:+ ;@, <;@@6;gh;./;12;45;78A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98P:;-39=<!O =<;>!=AG = HGAIFH= JI>?JAM = NM|ONPO0>LP=RLASFR= TS>QTAWXU >XVAWYU@>YVAW[UZ>[VAW\U">\VAW^] >^VAW_]@>_VAW`]Z>`VAWa]">aVAWcb >cVAWdb@>dVAWebZ>eVAWfb">fV= i?>hijjlmnn= oh= pQqopqklk= shAtFs= ut>ru= wr ywx>vy= {vp|{>z|=}z}~>z= r |>=A= |=A0= |=A6= |P:>=A= |=A= |=A= |P:>=A= |=A= |=A= |P:>=A= |=A= |=A= |P:=O >AW =AW >AW =AW@>AW =AWZ>AW =AW">AW@=AW >AW@=AW@>AW@=AWZ>AW@=AW">AWZ=AW >AWZ=AW@>AWZ=AWZ>==zP=U>U==zP=]>]==zP=b>bmm= h 0>hjlAW!">= U= !   AW  >  = ]=! AW@>=b=!AWZ>A = AW =| A > A! = "!AW#@=$#| %$A&"0>&%A' = ('AW)Z=*)| +*A,(6>,+8@@mainCGlobals inMatricesinSkin inVertices outVertices%# { GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Cu_xlat1Uu_xlatu37XinSkin_typeXvalueZinSkinZinSkin_buf\bu_xlati2gu_xlatu2ku_xlat3tu_xlat4yu_xlat5u_xlatu_loop_1u_xlatu26u_xlatu38u_xlat38u_xlati26u_xlat6inMatrices_typevalueinMatricesinMatrices_bufu_xlat7u_xlat8u_xlat9u_xlat10u_xlat11u_xlat2 BoutVertices_origX0X_typeBvalueDoutVertices_origX0X DoutVertices_origX0X_bufFmu_xlat_precise_vec4pu_xlat_precise_ivec4su_xlat_precise_bvec4vu_xlat_precise_uvec4wu_xlatu14xu_xlatb26G H#GG"G!G#H$#G%H&H&#G&G("G(!GWHX#GYHZHZ#GZG\"G\!GH#G@HH#GG"G!GAHB#GCHD#GDGF"GF!Gz ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<A BA;BC+F+LP T ;TU+ VW VXWYXZY [Z;[\ a;ab;Tg; k+l m+ p+ r; t; y ~ ;T;T+ ;m+7;a+ ;   ;;B+;B++ + ; + + +; ; ; +!?A "BACBDC ED;EF ln onq rqt  ut;Tw;x+ y@, zyVV6;~;lm;op;rs;uvA = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AD = EDAG(EF= HG|IHAJ = KJAM(KL= NM|ONPPQIO=ARCOASRQ>CSA] = ^]A_\^= `_>U`Ac = dc|edfe0>bf=hbAi\h= ji>gjAmnk >nlAmokV>olAmqkp>qlAmskr>slAmut >ulAmvtV>vlAmwtp>wlAmxtr>xlAmzy >zlAm{yV>{lAm|yp>|lAm}yr>}l= U>= = g= A\= >=  >= p>=>=  |>=A= |=A0= |=A6= |PA=O >=AF= |=AL= |=A= |PA>=A= |=A= |=A= |PA>=A= |=A= |=A= |PA=O >Am =Am >Am =AmV>Am =Amp>Am =Amr>AmV=Am >AmV=AmV>AmV=Amp>AmV=Amr>Amp=Am >Amp=AmV>Amp=Amp>== P       = k   >k ==P=t>t==P=y>y=  0>=!OA=O  > Am"r>"!=#k=$%#$Am& >&%='t=()'(Am*V>*)=+y=,-+,Am.p>.-Am/!r=0/Am1Cp>10=2kOA322=A4C534Am6r>65=7tOA877=A9C:89Am;! >;:=<yOA=<<=A>C?=>Am@!V>@?AG = HGAmI =JI| KJALFH>LKAM = NMAmOV=PO| QPARFN0>RQAS = TSAmUp=VU| WVAXFT6>XWAY = ZYAm[r=\[| ]\A^FZ<>^]A_ = `_Ama! =ba| cbAdF`F>dcAe = feAmg!V=hg| ihAjFfL>ji8@@mainCGlobals inMatricesinSkin inVertices outVertices&#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1Yu_xlatu2\inSkin_type\value^inSkin^inSkin_buf`fu_xlati14ku_xlatu14ou_xlat3xu_xlat4}u_xlat5u_xlatu_loop_1u_xlatu38u_xlatu6u_xlat6u_xlati38u_xlat18inMatrices_typevalueinMatricesinMatrices_bufu_xlat7u_xlat8u_xlat9u_xlat10u_xlat11!u_xlat2 JoutVertices_origX0X_typeJvalueLoutVertices_origX0X LoutVertices_origX0X_bufN~u_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4u_xlatu26u_xlatb38G H#GG"G!G#H$#G%H&H&#G&G("G(!G[H\#G]H^H^#G^G`"G`!GH#G@HH#GG"G!GIHJ#GKHL#GLGN"GN!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<; A+D+J+PT X ;XY+ Z[ Z\[]\^] _^;_` e;ef;Xk; o+p q+ t+ v; x; }  ;X;X+ ; +7;e+ T;  ;;;++ + ; + + +; ; ; !+&?I "JIKJLK ML;MN }    ;X;+ @, ZZ6;;}~;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRPTUGMS=VAO WVU>AWAa = baAc`b= dc>YdAg = hg|ihji0>fj=lfAm`l= nm>knAqro >rpAqsoZ>spAquot>upAqwov>wpAqyx >ypAqzxZ>zpAq{xt>{pAq|xv>|pAq~} >~pAq}Z>pAq}t>pAq}v>p= Y>= = k= A`= >=  >= pAq >Aq =Aq >=  |>=A= |=A0= |=A6= |PT>=AD= |=AJ= |=AP= |PT>=A= |=A= |=A= |PT>=A= |=A= |=A= |PT=O >Aq =Aq >Aq =AqZ>Aq =Aqt>Aq =Aqv>AqZ=Aq >AqZ=AqZ>AqZ=Aqt>AqZ=Aqv>Aqt=Aq >Aqt=Aq Z> Aq t=  Aq t>  = =O  =o>o==O =x>x==O =}>}=  0> ="!OT#""=$!O %$#>!%Aq'!v>'&=(o=)!*()Aq+ >+*=,x=-!.,-Aq/Z>/.=0}=1!201Aq3t>32Aq4!v=54Aq6Av>65=7oOT877=9AOT:99;8:Aq<v><;==xOT>===?AOT@??A>@AqB! >BA=C}OTDCC=EAOTFEEGDFAqH!Z>HGAO = POAqQ =RQ| SRATNP>TSAU = VUAqWZ=XW| YXAZNV0>ZYA[ = \[Aq]t=^]| _^A`N\6>`_Aa = baAqcv=dc| edAfNb<>feAqgAt=hgAqi!t>ihAj = kjAql! =ml| nmAoNkD>onAp = qpAqr!Z=sr| tsAuNqJ>utAv = wvAqx!t=yx| zyA{NwP>{z8@@mainCGlobals inMatricesinSkin inVertices outVertices+#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1[u_xlat2mu_xlatu3pinSkin_typepvaluerinSkinrinSkin_buftzu_xlati16u_xlatu16u_xlat4u_xlat5u_xlat6u_xlatu_loop_1u_xlatu42u_xlatu7u_xlat7u_xlati42u_xlat20inMatrices_typevalueinMatricesinMatrices_bufu_xlat8u_xlat9u_xlat10u_xlat11 u_xlat124u_xlat3 toutVertices_origX0X_typetvaluevoutVertices_origX0X voutVertices_origX0X_bufxu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4u_xlatu29u_xlatb42G H#GG"G!G#H$#G%(H&H&#G&G("G(!GoHp#GqHrHr#GrGt"Gt!GH#G@HH#GG"G!GsHt#Gu(Hv#GvGx"Gx!G ! ;     ; +   ; +     ; !+ " # "$#%$&% '&;'(+++6+<; A+D+J+P+V; [+^+d h l ;lm+ no npoqprq sr;st y;yz;l; + + + ; ;   ;l;l+ ; +7;y+  ;  ;;;+ ; + + +; ; ; 4+9?s "tsutvu wv;wx     ;l;+ @, nn6;;;;;A = A= >=A) = *)A,(*+= -,|.-A/ = 0/A1(0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@.39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRAT = UTAW(UV= XW|YXPZGMSY>AZA\ = ]\A_(]^= `_|a`Ab = cbAe(cd= fe|gfPhiag=j[O kji>[kAu = vuAwtv= xw>mxA{ = |{|}|~}6>z~=zAt= >A >An>A>A>A >An>A>A>A >An>A>A>= m>= = = At= >=  >= pA >A =A >=  |>=A= |=A6= |=A<= |P>=AD= |=AJ= |=AP= |P>=A^= |=Ad= |=A= |P>=A= |=A= |=A= |P=O >A =A >A =An>A =A>A =A > A n=  A   >  An=A n>An=A >An=A >A=A >A=An>A=A>= =!O "!!# "=$%#$>%=& ='O ('')&(=*+)*>+=,=-O .--/,.=01/0>1= 2 326>3=5!O655=74O 876>48A:4>:9=;=<4=;<A> >>==?=@4A?@ABn>BA=C=D4ECDAF>FE=GAOhHGG=I!O JIH>!J=KOLKK=M!ONMMOLNAP>PO=QORQQ=S!OTSSURTAV4 >VU=WOXWW=Y!OZYY[XZA\4n>\[=]AOh^]]=_[O `_^>[`=aObaa=c[OdccebdAf4>fe=gOhgg=i[OjiikhjAl4>lk=mOnmm=o[OpooqnpAr[ >rqAy = zyA{ =|{| }|A~xz>~}A = An=| Ax6>A = A=| Ax<>A = A=| Ax+>A = A4 =| AxD>A = A4n=| AxJ>A = A4=| AxP>A = A4=| AxV>A = A[ =| Ax^>A = A[n=| Axd>8@@mainCGlobals inMatricesinSkin inVertices outVertices#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(?u_xlati1BinSkin_typeBvalueDinSkinDinSkin_bufFMu_xlat8PinMatrices_typePvalueRinMatricesRinMatrices_bufTbu_xlat2su_xlat3u_xlat4u_xlat5u_xlat6 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G% H&H&#G&G("G(!GAHB#GCHDHD#GDGF"GF!GOHP#GQ@HRHR#GRGT"GT!GH#G H#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6: >;>?+ @A @BACBDC ED;EF L:;LM+ NO NPOQPRQ SR;ST;Lb+d+i+n;Ls+u+z + ; + + +;  + +?;  " ;     + @, @@6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98P:;-39=<!O =<;>!=AG = HGAIFH= JI|KJ>?K=U?AVTU= WV|XW=Y?AZTY0= [Z|\[=]?A^T]6= _^|`_P:aX\`>Ma=c?AeTcd= fe|gf=h?AjThi= kj|lk=m?AoTmn= po|qpP:rglq>br=t?AvTtu= wv|xw=y?A{Tyz= |{|}|=~?AT~= |P:x}>s=?AT= |=?AT= |=?AT= |P:=O >AM =A >Ab =A@>As =A>A =A">A!">==!A >AM@=A >Ab@=A@>As@=A>A@=A">==!A@>AM=A >Ab=A@>As=A>==!A>A = A =| A>A = A@=| A0>A = A=| A6>8@@mainCGlobals inMatricesinSkin inVertices outVerticesd# . GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Cu_xlat1Uu_xlati31XinSkin_typeXvalueZinSkinZinSkin_buf\bu_xlat2einMatrices_typeevalueginMatricesginMatrices_bufiwu_xlat3u_xlat4u_xlat5u_xlat6u_xlat7u_xlat8u_xlat9 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_buf"u_xlat_precise_vec4%u_xlat_precise_ivec4(u_xlat_precise_bvec4+u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!GWHX#GYHZHZ#GZG\"G\!GdHe#Gf@HgHg#GgGi"Gi!GH#GH#GG"G!G- ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<A BA;BC+F+LP T;TU+ VW VXWYXZY [Z;[\;Bb+ cd cedfegf hg;hi;Bw+;B++ + ; + + +;  + + ; +?; ;  " ; !# $#& '&)  *)+ ,@, -,VV6;!";$%;'(;*+A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AD = EDAG(EF= HG|IHAJ = KJAM(KL= NM|ONPPQIO=ARCOASRQ>CSA] = ^]A_\^= `_|a`>Ua=jUAkij= lk|ml=nUAoin0= po|qp=rUAsir6= ts|utPAvmqu>bv=xUAyixF= zy|{z=|UA}i|L= ~}|~=UAi= |PA{>w=UAi= |=UAi= |=UAi= |PA>=UAi= |=UAi= |=UAi= |PA=O >Ab =A >Aw =AV>A =A>A =A>=!OA=O >A>==A >AbV=A >AwV=AV>AV=A>AV=A>==AV>Ab=A >Aw=AV>A=A>==A>A!=AC>=OA=ACA>=OA=ACA! >=OA=ACA!V>A = A =| A>A = AV=| A0>A = A =  |  A  6>  A = A=| A<>A = A! =| AF>A = A!V=| AL>8@@mainCGlobals inMatricesinSkin inVertices outVertices# > GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1Yu_xlati2\inSkin_type\value^inSkin^inSkin_buf`gu_xlat12jinMatrices_typejvaluelinMatriceslinMatrices_bufn|u_xlat3u_xlat4u_xlat5u_xlat6u_xlat7u_xlat8u_xlat9 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_buf2u_xlat_precise_vec45u_xlat_precise_ivec48u_xlat_precise_bvec4;u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!G[H\#G]H^H^#G^G`"G`!GiHj#Gk@HlHl#GlGn"Gn!GH#GH#GG"G!G= ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<; A+D+J+PT X;XY+ Z[ Z\[]\^] _^;_` fT;fg+ hi hjikjlk ml;mn;f|;f++ + ; + + +;  + + ; +?; ;  " ; 13 436 769  :9+ <@, =<ZZ6;12;45;78;:;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRPTUGMS=VAO WVU>AWAa = baAc`b= dc|ed>Ye=oYApno= qp|rq=sYAtns0= ut|vu=wYAxnw6= yx|zyPT{rvz>g{=}YA~n}D= ~|=YAnJ= |=YAnP= |PT>|=YAn= |=YAn= |=YAn= |PT>=YAn= |=YAn= |=YAn= |PT=O >Ag =A >A| =AZ>A =A>A =A>=!OT=O >A>==A >AgZ=A >A|Z=AZ>AZ=A>AZ=A>==AZ>Ag=A >A|=AZ>A=A>==A>A!=AA>=OT=AOTA>=OT=AOTA! >=OT=AOTA!Z>A = A =| A>A  =  A Z=  |  A 0> A = A=| A6>A = A=| A<>AA=A!>A = A ! =! | "!A#D>#"A$ = %$A&!Z='&| ('A)%J>)(A* = +*A,!=-,| .-A/+P>/.8@@mainCGlobals inMatricesinSkin inVertices outVertices8$# x GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1[u_xlat2mu_xlati3pinSkin_typepvaluerinSkinrinSkin_buft|u_xlat14inMatrices_typevalueinMatricesinMatrices_bufu_xlat4u_xlat5u_xlat6u_xlat7u_xlat8u_xlat9u_xlat10u_xlat3 )outVertices_origX0X_type)value+outVertices_origX0X +outVertices_origX0X_buf-lu_xlat_precise_vec4ou_xlat_precise_ivec4ru_xlat_precise_bvec4uu_xlat_precise_uvec4G H#GG"G!G#H$#G%(H&H&#G&G("G(!GoHp#GqHrHr#GrGt"Gt!G~H#G@HH#GG"G!G(H)#G*(H+#G+G-"G-!Gw ! ;     ; +   ; +     ; !+ " # "$#%$&% '&;'(+++6+<; A+D+J+P+V; [+^+d h l;lm+ no npoqprq sr;stz {z;{|+ }~ }~ ;;{;{+ ; + + +;  + + ; +?; ; ; ( ")(*)+* ,+;,- km nmp qps  ts+ v@, wvnn6;kl;no;qr;tuA = A= >=A) = *)A,(*+= -,|.-A/ = 0/A1(0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@.39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRAT = UTAW(UV= XW|YXPZGMSY>AZA\ = ]\A_(]^= `_|a`Ab = cbAe(cd= fe|gfPhiag=j[O kji>[kAu = vuAwtv= xw|yx>my=mA= |=mA6= |=mA<= |Pz>|=mAD= |=mAJ= |=mAP= |Pz>=mA^= |=mAd= |=mA= |Pz>=mA= |=mA= |=mA= |Pz=O >A| =A >A =An>A =A>A =A>=!Oz=O >A>==A >A|n=A >An=An>An=A>An=A>==An>A|=A >A=An>A=A>==A>=AOh=!O >!=Oz=!OzA>=Oz=!Oz   A  >  = Oz   =!Oz An>=AOh=[O >[=Oz=[OzA>=Oz=[Oz A!>! ="Oz#""=$[Oz%$$&#%A'[ >'&A. = /.A0 =10| 21A3-/>32A4 = 54A6n=76| 87A9-56>98A: = ;:A<==<| >=A?-;<>?>A@ = A@AB=CB| DCAE-A+>EDAF = GFAH =IH| JIAK-GD>KJAL = MLANn=ON| POAQ-MJ>QPAR = SRAT=UT| VUAW-SP>WVAX = YXAZ=[Z| \[A]-YV>]\A^ = _^A`[ =a`| baAc-_^>cbAd = edAf[n=gf| hgAi-ed>ih8@@mainCGlobals inMatricesinSkin inVertices outVertices`(#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(>u_xlat1AinSkin_typeAvalueCinSkinCinSkin_bufE\u_xlat2_inMatrices_type_valueainMatricesainMatrices_bufc{u_xlat3u_xlat4u_xlat5u_xlat6u_xlat7)u_xlat8?u_xlat9Pu_xlat10 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G% H&H&#G&G("G(!G@HA#GBHCHC#GCGE"GE!G^H_#G`@HaHa#GaGc"Gc!GH#G H#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6:; >+ ?@ ?A@BACB DC;DE+W; \+ ]^ ]_^`_a` ba;bc+ d e; {+++; ++ + ; + + +; + ; ; ); ?; P+? " ;     + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98P:;-39=<!O =<;>!=AF = GFAHEG= IH|JIAK = LKAMEL0= NM|ONAP = QPAREQ6= SR|TSAU = VUAXEVW= YX|ZYP[JOTZ>>[Aef>d=gf|hgAich= ji|kjAel>d=ml|nmAocn0= po|qpAer>d=sr|tsAuct6= vu|wvP:xkqw=y\O zyx>\zAe|>d=}||~}Ac~= |Ae>d=|Ac= |Ae>d=|Ac= |P:={O >{Ae>d=|Ac= |Ae>d=|Ac= |Ae>d=|Ac= |P:=O >Ae>d=|Ac= |Ae>d=|Ac= |Ae>d=|Ac= |P:=O >Ae\ =Ae >Ae{ =Ae>Ae =Aed>Ae =Ae">Ae\=Ae >Ae{=Ae>Ae=Aed>Ae=Ae">Ae\d=Ae >Ae{d=Ae>Aed=Aed>Ae>"=|Ac= |Ae>"=|Ac0= |Ae>"=|Ac6= |P:=\O >\Ae>"=|Ac= |Ae>"=|Ac= |  Ae >"=  |  Ac = |P: ={O >{Ae>"=|Ac= |Ae>"=|Ac= |Ae >"=! |"!A#c"= $#|%$P:&%='O ('&>(Ae*>"=+*|,+A-c,= .-|/.Ae0>"=10|21A3c2= 43|54Ae6>"=76|87A9c8= :9|;:P:</5;==)O >=<>)>Ae@\ =A@AeB? >BAAeC{ =DCAeE?>EDAeF =GFAeH?d>HGAeI) =JIAeK?">KJ=L>O MLL=N?OMN>?OAeQ\=RQAeSP >SRAeT{=UTAeVP>VUAeW=XWAeYPd>YXAeZ)=[ZAe\P">\[=]>O ^]]=_P`^_>P`Aea\d=baAec) >cbAed{d=edAef)>feAegd=hgAei)d>ih=j>O kjj=l)mkl>\m=n=o>O pooqnp=r?sqr>{s=t=u>O vuuwtv=xPywx>y=z={>O |{{}z|=~\}~>>Ae!">={=!Ae\ >==!Ae\>=>=!Ae\d>A = Ae\ =| A>A = Ae\=| A0>A = Ae\d=| A6>8@@mainCGlobals inMatricesinSkin inVertices outVertices-#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Cu_xlat1Tu_xlat2WinSkin_typeWvalueYinSkinYinSkin_buf[qu_xlat3tinMatrices_typetvaluevinMatricesvinMatrices_bufxu_xlat4u_xlat5u_xlat6u_xlat7u_xlat8=u_xlat9Su_xlat10du_xlat11 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!GVHW#GXHYHY#GYG["G[!GsHt#Gu@HvHv#GvGx"Gx!GH#GH#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<A BA;BC+F+LP; T+ UV UWVXWYX ZY;Z[; q+ rs rtsutvu wv;wx+ y z; +; ++ + ; + + +; + + ; ; =; S; d+? " ;     + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AD = EDAG(EF= HG|IHAJ = KJAM(KL= NM|ONPPQIO=ARCOASRQ>CSA\ = ]\A^[]= _^|`_Aa = baAc[b0= dc|edAf = gfAh[g6= ih|jiAk = lkAm[l<= nm|onPp`ejo>TpAz{Ty=|{|}|A~x}= ~|AzTy=|Ax0= |AzTy=|Ax6= |PA=qO >qAzTy=|AxF= |AzTy=|AxL= |AzTy=|Ax= |PA=O >AzTy=|Ax= |AzTy=|Ax= |AzTy=|Ax= |PA=O >AzTy=|Ax= |AzTy=|Ax= |AzTy=|Ax= |PA=O >Azq =Az >Az =Az>Az =Azy>Az =Az>Azq=Az >Az=Az>Az=Azy>Az=Az>Azqy=Az >Azy=Az>Azy=Azy>AzT=|Ax= |AzT=|Ax0= | Az T=  |  A x 6=  |PA =qO >qAzT=|AxF= |AzT=|AxL= |AzT= |! A"x!= #"|$#PA%$=&O '&%>'Az(T=)(|*)A+x*= ,+|-,Az.T=/.|0/A1x0= 21|32Az4T=54|65A7x6= 87|98PA:-39=;O <;:><Az>T=?>|@?AAx@= BA|CBAzDT=ED|FEAGxF= HG|IHAzJT=KJ|LKAMxL= NM|ONPAPCIO=Q=O RQP>=RAzTq =UTAzVS >VUAzW =XWAzYS>YXAzZ =[ZAz\Sy>\[Az]= =^]Az_S>_^=`TO a``=bScab>ScAzeq=feAzgd >gfAzh=ihAzjd>jiAzk=lkAzmdy>mlAzn==onAzpd>po=qTO rqq=sdtrs>dtAzuqy=vuAzw= >wvAzxy=yxAzz=>zyAz{y=|{Az}=y>}|=~TO ~~==>q==TO =S>==TO =d>==TO =q>T=!OA=qO >qAzq>==qAz >==qAz>=T=qAzy>Az!=AzCy>=OA=ACAz>=OA=ACAz! >=TOA=ACAz!>A = Az =| A>A = Az=| A0>A = Azy=| A6>A = Az=| A<>A = Az! =| AF>A = Az!=| AL>8@@mainCGlobals inMatricesinSkin inVertices outVertices/#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1Xu_xlat2[inSkin_type[value]inSkin]inSkin_buf_uu_xlat3xinMatrices_typexvaluezinMatriceszinMatrices_buf|u_xlat4u_xlat5u_xlat6u_xlat7u_xlat8@u_xlat9Vu_xlat10gu_xlat11 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!GZH[#G\H]H]#G]G_"G_!GwHx#Gy@HzHz#GzG|"G|!GH#GH#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<; A+D+J+PT; X+ YZ Y[Z\[]\ ^];^_; u+ vw vxwyxzy {z;{|+ } ~; ; ++ + ; + + +; + + ; ; @; V; g+? " ;     + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRPTUGMS=VAO WVU>AWA` = a`Ab_a= cb|dcAe = feAg_f0= hg|ihAj = kjAl_k6= ml|nmAo = poAq_p<= rq|srPtdins>XtA~X}=|A|= |A~X}=|A|0= |A~X}=|A|6= |PT=uO >uA~X}=|A|D= |A~X}=|A|J= |A~X}=|A|P= |PT=O >A~X}=|A|= |A~X}=|A|= |A~X}=|A|= |PT=O >A~X}=|A|= |A~X}=|A|= |A~X}=|A|= |PT=O >A~u =A~ >A~ =A~>A~ =A~}>A~ =A~>A~u=A~ >A~=A~>A~=A~}>A~=A~>A~u}=A~ >A~}=A~>A~}=A~}>A~X=|A|= |A~X=| A | 0=  |  A~ X= |A|6= |PT =uO >uA~X=|A|D= |A~X=|A|J= |! A~"X=#"|$#A%|$P= &%|'&PT(!'=)O *)(>*A~+X=,+|-,A.|-= /.|0/A~1X=21|32A4|3= 54|65A~7X=87|98A:|9= ;:|<;PT=06<=>O ?>=>?A~AX=BA|CBAD|C= ED|FEA~GX=HG|IHAJ|I= KJ|LKA~MX=NM|ONAP|O= QP|RQPTSFLR=T@O UTS>@UA~Wu =XWA~YV >YXA~Z =[ZA~\V>\[A~] =^]A~_V}>_^A~`@ =a`A~bV>ba=cXO dcc=eVfde>VfA~hu=ihA~jg >jiA~k=lkA~mg>mlA~n=onA~pg}>poA~q@=rqA~sg>sr=tXO utt=vgwuv>gwA~xu}=yxA~z@ >zyA~{}=|{A~}@>}|A~~}=~A~@}>=XO =@>u==XO =V>==XO =g>==XO =u>X=!OT=uO >uA~u>==uA~ >==uA~>=X=uA~}>A~!=A~A>=OT=AOTA~>=OT=AOTA~! >=XOT=AOTA~!>A = A~ =| A>A = A~=| A0>A = A~}=| A6>A = A~=| A<>A~A}=A~!}>A = A~! =| AD>A = A~!=| AJ>A = A~!}=| AP>8@@mainCGlobals inMatricesinSkin inVertices outVertices<4# 8 GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1[u_xlat2lu_xlat3oinSkin_typeovalueqinSkinqinSkin_bufsu_xlat4inMatrices_typevalueinMatricesinMatrices_bufu_xlat5u_xlat6u_xlat7u_xlat8u_xlat9Su_xlat10iu_xlat11zu_xlat12 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_buf,u_xlat_precise_vec4/u_xlat_precise_ivec42u_xlat_precise_bvec45u_xlat_precise_uvec4G H#GG"G!G#H$#G%(H&H&#G&G("G(!GnHo#GpHqHq#GqGs"Gs!GH#G@HH#GG"G!GH#G(H#GG"G!G7 ! ;     ; +   ; +     ; !+ " # "$#%$&% '&;'(+++6+<; A+D+J+P+V; [+^+d h; l+ mn monpoqp rq;rs; +   ;+  ; ; + ; + + +; + + ; ; S; i; z+? " ; +- .-0 103  43+ 6@, 766;+,;./;12;45A = A= >=A) = *)A,(*+= -,|.-A/ = 0/A1(0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@.39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRAT = UTAW(UV= XW|YXPZGMSY>AZA\ = ]\A_(]^= `_|a`Ab = cbAe(cd= fe|gfPhiag=j[O kji>[kAt = utAvsu= wv|xwAy = zyA{sz6= |{|}|A~ = ~As<= |A = As+= |Px}>lAl=|A= |Al=|A6= |Al=|A<= |P=O >Al=|AD= |Al=|AJ= |Al=|AP= |P=O >Al=|A^= |Al=|Ad= |Al=|A= |P=O >Al=|A= |Al=|A= |Al=|A= |P=O >A =A >A =A>A =A>A =A>A=A >A=A>A=A>A= A >  A =  A  >  A=A>A=A>Al=|A= |Al=|A6= |A l=! |"!A#"<= $#|%$P&%='O ('&>(A)l=*)|+*A,+D= -,|.-A/l=0/|10A21J= 32|43A5l=65|76A87P= 98|:9P;.4:=<O =<;>=A>l=?>|@?AA@^= BA|CBADl=ED|FEAGFd= HG|IHAJl=KJ|LKAML= NM|ONPPCIO=QO RQP>RATl=UT|VUAWV= XW|YXAZl=[Z|\[A]\= ^]|_^A`l=a`|baAcb= dc|edPfY_e=gSO hgf>ShAj =kjAli >lkAm =nmAoi>onAp =qpAri>rqAsS =tsAui>ut=vlO wvv=xiywx>iyA{=|{A}z >}|A~=~Az>A=Az>AS=Az>=lO =z>zA=AS >A=AS>A=AS>=lO =S>==lO =i>==lO =z>==lO =>l=!O=O >A>==A >==A>=l=A>=AOh=!O >!=O=!OA>=O=!OA >=lO=!OA>=AOh=[O >[=O=[OA>=O=[OA>=lO=[OA[ >A = A =| A>A = A=| A6>A = A=| A<>A = A=| A+>A = A = |  A D>  A  =  A=| A J>A = A=| AP>A = A=| AV>A = A [ =! | "!A#^>#"A$ = %$A&[='&| ('A)%d>)(8@@mainCGlobals inMatricesinSkin inVertices outVertices8>#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(>u_xlat1AinSkin_typeAvalueCinSkinCinSkin_bufE^u_xlati2xu_xlat3{inMatrices_type{value}inMatrices}inMatrices_bufu_xlat4u_xlat5u_xlat6u_xlat7u_xlat8.u_xlat9Au_xlat10Ru_xlat11u_xlat2 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G% H&H&#G&G("G(!G@HA#GB HCHC#GCGE"GE!GzH{#G|@H}H}#G}G"G!GH#G H#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6:; >+ ?@ ?A@BACB DC;DE+W\ ]\;]^+a+g+m+s; x+ yz y{z|{}| ~};~ ; ; ++ + ; + + +;  + + ; ; .; A; R; +y? " ;  \   + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98P:;-39=<!O =<;>!=AF = GFAHEG= IH|JIAK = LKAMEL0= NM|ONAP = QPAREQ6= SR|TSAU = VUAXEVW= YX|ZYP[JOTZ>>[A_ = `_AbE`a= cb|dcAe = feAhEfg= ih|jiAk = lkAnElm= on|poAq = rqAtErs= ut|vuP\wdjpv>^wA^ =A= |A^ =A0= |A^ =A6= |P:=xO >xA^ =Aa= |A^ =Ag= |A^ =Am= |P:=O >A^ =A= |A^ =A= |A^ =A= |P:=O >A^ =A= |A^ =A= |A^ =A= |P:=O >Ax =A >A =A>A =A>A =A">Ax=A >A=A>A=A>A=A">Ax=A >A=A>A=A>A^=A= |A^=A0= |A^=A6= |P:=xO  >x A ^=  A  a=  | A^=Ag= |A^=Am= |P:=O >A^=A= | A!^="!A#"= $#|%$A&^='&A('= )(|*)P:+ %*=,O -,+>-A/^=0/A10= 21|32A4^=54A65= 76|87A9^=:9A;:= <;|=<P:>38==?.O @?>>.@ABx =CBADA >DCAE =FEAGA>GFAH =IHAJA>JIAK. =LKAMA">ML=N>O ONN=PAQOP>AQASx=TSAUR >UTAV=WVAXR>XWAY=ZYA[R>[ZA\.=]\A^R">^]=_>O `__=aRb`a>RbAcx=dcAe. >edAf=gfAh.>hgAi=jiAk.>kj=l>O mll=n.omn>xo=p=q>O rqqspr=tAust>u=v=w>O xwwyvx=zR{yz>{=|=}>O ~}}|~=x>xA^=A= |A^=A0= |A^=A6= |P:=O >A^=Aa= |A^=Ag= |A^=Am= |P:=O >A^=A= |A^=A= |A^=A= |P:=O >A^=A= |A^=A= |A^=A= |P:=.O >.A =AA >A =AA>A =AA>A. =AA">A=AR >A=AR>A=AR>A.=AR">A=A. >A=A.>A=A.>=A=>O =>=R=>O =>=.=>O =x>xA^"=A= |A^"=A0= |A^"=A 6=  |  P:  = >O   >>A^"=Aa= |A^"=Ag= |A^"=Am= |P:= O ! >!A"^"=#"A$#= %$|&%A'^"=('A)(= *)|+*A,^"=-,A.-= /.|0/P:1&+0=2O 321>3A4^"=54A65= 76|87A9^"=:9A;:= <;|=<A>^"=?>A@?= A@|BAP:C8=B=DO EDC>EAF> =GFAH >HGAI =JIAK>KJAL =MLAN>NMAO =POAQ">QPAR>=SRAT. >TSAU=VUAW.>WVAX=YXAZ.>ZYA[=\[A].">]\A^>=_^A` >`_Aa=baAc>cbAd=edAf>fe=g=h>O ihhjgi=kljk>l=m.=n>O onnpmo=qrpq>r=s=t>O uttvsu=wxxvw>>xAz!">zy={=|!}{|A~ >~}==!A>=>=!A>A = A =| A>A = A=| A0>A = A=| A6>8@@mainCGlobals inMatricesinSkin inVertices outVerticestC#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Cu_xlat1Tu_xlat2WinSkin_typeWvalueYinSkinYinSkin_buf[su_xlati3u_xlat4inMatrices_typevalueinMatricesinMatrices_bufu_xlat5u_xlat6u_xlat7u_xlat8u_xlat9Bu_xlat10Uu_xlat11fu_xlat12#u_xlat3 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!GVHW#GX HYHY#GYG["G[!GH#G@HH#GG"G!GH#GH#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<A BA;BC+F+LP; T+ UV UWVXWYX ZY;Z[q rq;rs++; +   ; ; ; ++ + ; + + +;  + + + ; ; B; U; f; #+? " ;  q   + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AD = EDAG(EF= HG|IHAJ = KJAM(KL= NM|ONPPQIO=ARCOASRQ>CSA\ = ]\A^[]= _^|`_Aa = baAc[b0= dc|edAf = gfAh[g6= ih|jiAk = lkAm[l<= nm|onPp`ejo>TpAt = utAv[uF= wv|xwAy = zyA{[zL= |{|}|A~ = ~A[= |A = A[= |Pqx}>sAs =A= |As =A0= |As =A6= |PA=O >As =AF= |As =AL= |As =A= |PA=O >As =A= |As =A= |As =A= |PA=O >As =A= |As =A= |As =A= |PA=O >A =A >A =A>A =A>A =A>A=A >A=A>A=A>A=A>A=A >A=A>A =  A >  A s=  A = |As=A0= |As=A6= |PA=O >As=A F= ! |"!A#s=$#A%$L= &%|'&A(s=)(A*)= +*|,+PA-"',=.O /.->/A0s=10A21= 32|43A5s=65A76= 87|98A:s=;:A<;= =<|>=PA?49>=@O A@?>AACs=DCAED= FE|GFAHs=IHAJI= KJ|LKAMs=NMAON= PO|QPPARGLQ=SBO TSR>BTAV =WVAXU >XWAY =ZYA[U>[ZA\ =]\A^U>^]A_B =`_AaU>a`=bTO cbb=dUecd>UeAg=hgAif >ihAj=kjAlf>lkAm=nmAof>onApB=qpArf>rq=sTO tss=ufvtu>fvAw=xwAyB >yxAz={zA|B>|{A}=~}AB>~=TO =B>==TO =U>==TO =f>==TO =>As=A= |As=A0= |As=A6= |PA=O >As=AF= |As=AL= |As=A= |PA=O >As=A= |As=A= |As=A= |PA=O >As=A= |As=A= |As=A= |PA=BO >BA =AU >A =AU>A =AU>AB =AU>A=Af >A=Af>A=Af>AB=Af>A=AB >A=AB>A=AB>=U=TO =>=f=TO =   > = B= TO      =>As=A= |As=A0= |As=A6= |PA =!TO "! >T"A$s=%$A&%F= '&|('A)s=*)A+*L= ,+|-,A.s=/.A0/= 10|21PA3(-2=4#O 543>#5A6s=76A87= 98|:9A;s=<;A=<= >=|?>A@s=A@ABA= CB|DCPAE:?D=FO GFE>GAHs=IHAJI= KJ|LKAMs=NMAON= PO|QPARs=SRATS= UT|VUPAWLQV=XO YXW>YAZT =[ZA\ >\[A]# =^]A_>_^A` =a`Ab>baAc =dcAe>edAfT=gfAhB >hgAi#=jiAkB>kjAl=mlAnB>nmAo=poAqB>qpArT=srAt >tsAu#=vuAw>wvAx=yxAz>zy={=|TO }||~{}=~>#=B=TO =>==TO =>T=!OA=O >A>=#=A >==A>=T=A>A!=AC>=#OA=ACA>=OA=ACA! >=TOA=ACA!>A = A =| A>A = A=| A0>A = A=| A6>A = A=| A<>A = A! =| AF>A = A!=| AL>8@@mainCGlobals inMatricesinSkin inVertices outVerticesD#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1Xu_xlat2[inSkin_type[value]inSkin]inSkin_buf_wu_xlati3u_xlat4inMatrices_typevalueinMatricesinMatrices_bufu_xlat5u_xlat6u_xlat7u_xlat8u_xlat9Eu_xlat10Xu_xlat11iu_xlat12&u_xlat3 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_bufu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#GG"G!G#H$#G%H&H&#G&G("G(!GZH[#G\ H]H]#G]G_"G_!GH#G@HH#GG"G!GH#GH#GG"G!G ! ;     ; +   ; +     ; !+ "# "$#%$&% '&;'(+0+6+<; A+D+J+PT; X+ YZ Y[Z\[]\ ^];^_u vu;vw+; +   ; ; ; ++ + ; + + +;  + + + ; ; E; X; i; &+? " ;  u   + @, 6;;;;A = A= >=A) = *)A+(*= ,+|-,A. = /.A1(/0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@-39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRPTUGMS=VAO WVU>AWA` = a`Ab_a= cb|dcAe = feAg_f0= hg|ihAj = kjAl_k6= ml|nmAo = poAq_p<= rq|srPtdins>XtAx = yxAz_yD= {z||{A} = ~}A_~J= |A = A_P= |A = A_= |Pu|>wAw =A= |Aw =A0= |Aw =A6= |PT=O >Aw =AD= |Aw =AJ= |Aw =AP= |PT=O >Aw =A= |Aw =A= |Aw =A= |PT=O >Aw =A= |Aw =A= |Aw =A= |PT=O >A =A >A =A>A =A>A =A>A=A >A=A>A=A>A=A>A=A >A =  A >  A =  A> Aw=A= |Aw=A0= |Aw=A6= |PT=O  > A!w="!A#"D= $#|%$A&w='&A('J= )(|*)A+w=,+A-,P= .-|/.PT0%*/=1O 210>2A3w=43A54= 65|76A8w=98A:9= ;:|<;A=w=>=A?>= @?|A@PTB7<A=CO DCB>DAFw=GFAHG= IH|JIAKw=LKAML= NM|ONAPw=QPARQ= SR|TSPTUJOT=VEO WVU>EWAY =ZYA[X >[ZA\ =]\A^X>^]A_ =`_AaX>a`AbE =cbAdX>dc=eXO fee=gXhfg>XhAj=kjAli >lkAm=nmAoi>onAp=qpAri>rqAsE=tsAui>ut=vXO wvv=xiywx>iyAz={zA|E >|{A}=~}AE>~A=AE>=XO =E>==XO =X>==XO =i>==XO =>Aw=A= |Aw=A0= |Aw=A6= |PT=O >Aw=AD= |Aw=AJ= |Aw=AP= |PT=O >Aw=A= |Aw=A= |Aw=A= |PT=O >Aw=A= |Aw=A= |Aw=A= |PT=EO >EA =AX >A =AX>A =AX>AE =AX>A=Ai >A=Ai>A=Ai>AE=Ai>A=AE >A=AE>A=AE>=X=XO =>=i= XO      =    > =E=XO =>Aw=A= |Aw=A0= |Aw=A 6= ! |"!PT#"=$XO %$#>X%A'w=('A)(D= *)|+*A,w=-,A.-J= /.|0/A1w=21A32P= 43|54PT6+05=7&O 876>&8A9w=:9A;:= <;|=<A>w=?>A@?= A@|BAACw=DCAED= FE|GFPTH=BG=IO JIH>JAKw=LKAML= NM|ONAPw=QPARQ= SR|TSAUw=VUAWV= XW|YXPTZOTY=[O \[Z>\A]X =^]A_ >_^A`& =a`Ab>baAc =dcAe>edAf =gfAh>hgAiX=jiAkE >kjAl&=mlAnE>nmAo=poAqE>qpAr=srAtE>tsAuX=vuAw >wvAx&=yxAz>zyA{=|{A}>}|=~=XO ~=>&=E=XO =>==XO =>X=!OT=O >A>=&=A >==A>=X=A>A!=AA>=&OT=AOTA>=OT=AOTA! >=XOT=AOTA!>A = A =| A>A = A=| A0>A = A=| A6>A = A=| A<>AA=A!>A = A! =| AD>A = A!=| AJ>A = A!=| AP>8@@mainCGlobals inMatricesinSkin inVertices outVerticesJ# / GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_VertCount!u_xlat0$inVertices_type$value&inVertices&inVertices_buf(Au_xlat1[u_xlat2lu_xlat3oinSkin_typeovalueqinSkinqinSkin_bufsu_xlati4u_xlat5inMatrices_typevalueinMatricesinMatrices_bufu_xlat6u_xlat7u_xlat8u_xlat9 u_xlat10Wu_xlat11ju_xlat12{u_xlat138u_xlat4 outVertices_origX0X_typevalueoutVertices_origX0X outVertices_origX0X_buf$u_xlat_precise_vec4&u_xlat_precise_ivec4)u_xlat_precise_bvec4,u_xlat_precise_uvec4G H#GG"G!G#H$#G%(H&H&#G&G("G(!GnHo#Gp HqHq#GqGs"Gs!GH#G@HH#GG"G!GH#G(H#GG"G!G. ! ;     ; +   ; +     ; !+ " # "$#%$&% '&;'(+++6+<; A+D+J+P+V; [+^+d h; l+ mn monpoqp rq;rs ;; +   ; ; ; + ; + + +;  + + + ; ; W; j; {; 8+? " ; # %' ('*  +*+ -@, .-6;#$;%&;();+,A = A= >=A) = *)A,(*+= -,|.-A/ = 0/A1(0= 21|32A4 = 54A7(56= 87|98A: = ;:A=(;<= >=|?>P@.39?>!@AB = CBAE(CD= FE|GFAH = IHAK(IJ= LK|MLAN = ONAQ(OP= RQ|SRAT = UTAW(UV= XW|YXPZGMSY>AZA\ = ]\A_(]^= `_|a`Ab = cbAe(cd= fe|gfPhiag=j[O kji>[kAt = utAvsu= wv|xwAy = zyA{sz6= |{|}|A~ = ~As<= |A = As+= |Px}>lA = AsD= |A = AsJ= |A = AsP= |A = AsV= |P>A =A= |A =A6= |A =A<= |P=O >A =AD= |A =AJ= |A =AP= |P=O >A =A^= |A =Ad= |A =A= |P=O >A =A= |A =A= |A =A= |P=O >A =A >A =A>A =A>A =A  > A =  A  > A=A >A=A >A=A  >A=A >A=A>A=A > A!="!A#"= $#|%$A&='&A('6= )(|*)A+=,+A-,<= .-|/.P0%*/=1O 210>2A3=43A54D= 65|76A8=98A:9J= ;:|<;A==>=A?>P= @?|A@PB7<A=CO DCB>DAE=FEAGF^= HG|IHAJ=KJALKd= ML|NMAO=POAQP= RQ|SRPTINS=UO VUT>VAX=YXAZY= [Z|\[A]=^]A_^= `_|a`Ab=cbAdc= ed|fePg\af=hWO ihg>WiAk =lkAmj >mlAn =onApj>poAq =rqAsj>srAtW =utAvj >vu=wlO xww=yjzxy>jzA|=}|A~{ >~}A=A{>A=A{>AW=A{ >=lO ={>{A=AW >A=AW>A=AW>=lO =W>==lO =j>= =lO ={>==lO =>A=A= |A=A6= |A=A<= |P=O >A=AD= |A=AJ= |A=AP= |P=O >A=A^= |A=Ad= |A=A= |P= O > A=A= |A=A= |A=A= |P=WO >WA =Aj >A =Aj>A  =Aj>AW =Aj >A=A{ >A=A{>A =A{>AW= A { >  A =  A W >  A=AW>A =AW>=j=lO =>={=lO =>= W=!lO "!!# "=$%#$>%A& ='&A('= )(|*)A+ =,+A-,6= .-|/.A0 =10A21<= 32|43P5*/4=6lO 765>l7A9 =:9A;:D= <;|=<A> =?>A@?J= A@|BAAC =DCAEDP= FE|GFPH=BG=I8O JIH>8JAK =LKAML^= NM|ONAP =QPARQd= SR|TSAU =VUAWV= XW|YXPZOTY=[O \[Z>\A] =^]A_^= `_|a`Ab =cbAdc= ed|feAg =hgAih= ji|kjPlafk=mO nml>nAol =poAq  >qpAr8 =srAt >tsAu =vuAw >wvAx =yxAz  >zyA{l=|{A}W >}|A~8=~AW>A=AW>A=AW >Al=A >A8=A>A=A>= =lO =>8=W=lO =>==lO =>l=!O=O >A >=8=A >==A>=l=A>=AOh=!O >!=8O=!OA >=O=!OA >=lO=!OA>=AOh=[O >[=8O=[OA>=O=[OA >=lO=[OA[ >A = A =| A>A = A=| A6>A = A=| A<>A = A =| A+>A = A =| AD>A = A=| A J> A  =  A =  |  A P>A = A =| AV>A = A[ =| A^>A = A[=| A!d>! 8@@CGlobals g_VertCountInternal-BlendShapemain$GlobalsinBlendShapeVerticesinOutMeshVerticesDXBC^H[^,<LISGNOSGNSHEXpP\jYF p_h@P   >  & @( F~& @ r F2 V  r >@@main$GlobalsinBlendShapeVerticesinOutMeshVerticesDXBCCDtaǍfUp,<LISGNOSGNSHEXDPjYF p_h@P   >  &" @(F~#  @(@r Fr& @r:F#  @@ r F2 V  2 rF Fr:r F>@@main$GlobalsinBlendShapeVerticesinOutMeshVerticeshDXBCMh>M߃h,<LISGNOSGNSHEXPjYF p_h@P   >  &" @(F~#2@((@  F~2Fp& @(r:F#2@((@ r FF2 r F2 rF F6B:2 r&  Fr:Fr FF>@@$Globals g_FirstVert g_VertCountg_Weight main$GlobalsinBlendShapeVerticesinOutMeshVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec4 u_xlat0; int u_xlati0; bool u_xlatb0; vec3 u_xlat1; vec3 u_xlat2; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat0 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 2])); u_xlat2.xyz = u_xlat0.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat1.xyz; inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat2.x)); inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat2.y)); inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat2.z)); return; } @@main$GlobalsinBlendShapeVerticesinOutMeshVertices #version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec3 u_xlat0; int u_xlati0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; vec4 u_xlat4; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat1 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat0.xyz = vec3(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3])); u_xlat3.xy = vec2(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1])); u_xlat4.xyz = u_xlat1.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat2.xyz; u_xlat3.z = u_xlat2.w; u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.zxy; u_xlat4.w = u_xlat0.x; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat4.x)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat4.y)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat4.z)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat4.w)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat0.y)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat0.z)); return; } @@main$GlobalsinBlendShapeVerticesinOutMeshVertices#version 310 es #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 UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec3 u_xlat0; int u_xlati0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec3 u_xlat5; vec4 u_xlat6; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat1 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat2 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 3])); u_xlat0.xy = vec2(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(32 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2])); u_xlat4 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 2]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 3])); u_xlat5.z = uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(32 >> 2) + 0]); u_xlat6.xyz = u_xlat1.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.yzw; u_xlat3.yz = u_xlat4.xy; u_xlat3.xyz = u_xlat2.yzx * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.yzx; u_xlat0.z = u_xlat2.w; u_xlat5.xy = u_xlat4.zw; u_xlat0.xyz = u_xlat0.zxy * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat5.xyz; u_xlat6.w = u_xlat3.z; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2)] = uint(floatBitsToUint(u_xlat6.x)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1] = uint(floatBitsToUint(u_xlat6.y)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2] = uint(floatBitsToUint(u_xlat6.z)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3] = uint(floatBitsToUint(u_xlat6.w)); u_xlat3.zw = u_xlat0.xy; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2)] = uint(floatBitsToUint(u_xlat3.x)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1] = uint(floatBitsToUint(u_xlat3.y)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 2] = uint(floatBitsToUint(u_xlat3.z)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 3] = uint(floatBitsToUint(u_xlat3.w)); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(32 >> 2)] = uint(floatBitsToUint(u_xlat0.z)); return; } @@$Globals g_FirstVert g_VertCountg_Weight main$GlobalsinBlendShapeVerticesinOutMeshVertices2 #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[3] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec4 u_xlat0; int u_xlati0; bool u_xlatb0; vec3 u_xlat1; vec3 u_xlat2; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat0 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat1.xyz = vec3(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 2])); u_xlat2.xyz = u_xlat0.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat1.xyz; inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2)] = floatBitsToUint(u_xlat2.x); inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat2.y); inOutMeshVertices_buf[floatBitsToInt(u_xlat0.x)].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat2.z); return; } @@main$GlobalsinBlendShapeVerticesinOutMeshVertices #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[6] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec3 u_xlat0; int u_xlati0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec3 u_xlat3; vec4 u_xlat4; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat1 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat0.xyz = vec3(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 2])); u_xlat2 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3])); u_xlat3.xy = vec2(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1])); u_xlat4.xyz = u_xlat1.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat2.xyz; u_xlat3.z = u_xlat2.w; u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.zxy; u_xlat4.w = u_xlat0.x; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2)] = floatBitsToUint(u_xlat4.x); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat4.y); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat4.z); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat4.w); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2)] = floatBitsToUint(u_xlat0.y); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat0.z); return; } @@main$GlobalsinBlendShapeVerticesinOutMeshVertices%#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform CGlobals { uint g_FirstVert; uint g_VertCount; float g_Weight; }; struct inBlendShapeVertices_type { uint[10] value; }; layout(std430, binding = 1) readonly buffer inBlendShapeVertices { inBlendShapeVertices_type inBlendShapeVertices_buf[]; }; struct inOutMeshVertices_type { uint[10] value; }; layout(std430, binding = 0) buffer inOutMeshVertices { inOutMeshVertices_type inOutMeshVertices_buf[]; }; vec3 u_xlat0; int u_xlati0; bool u_xlatb0; vec4 u_xlat1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; vec3 u_xlat5; vec4 u_xlat6; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatb0 = gl_GlobalInvocationID.x>=g_VertCount; if(u_xlatb0){ return; } u_xlati0 = int(gl_GlobalInvocationID.x) + int(g_FirstVert); u_xlat1 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(0 >> 2) + 3])); u_xlat2 = vec4(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 1]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 2]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(16 >> 2) + 3])); u_xlat0.xy = vec2(uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(32 >> 2) + 0]), uintBitsToFloat(inBlendShapeVertices_buf[u_xlati0].value[(32 >> 2) + 1])); u_xlat3 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2])); u_xlat4 = vec4(uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 0]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 2]), uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 3])); u_xlat5.z = uintBitsToFloat(inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(32 >> 2) + 0]); u_xlat6.xyz = u_xlat1.yzw * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.yzw; u_xlat3.yz = u_xlat4.xy; u_xlat3.xyz = u_xlat2.yzx * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat3.yzx; u_xlat0.z = u_xlat2.w; u_xlat5.xy = u_xlat4.zw; u_xlat0.xyz = u_xlat0.zxy * vec3(vec3(g_Weight, g_Weight, g_Weight)) + u_xlat5.xyz; u_xlat6.w = u_xlat3.z; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2)] = floatBitsToUint(u_xlat6.x); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat6.y); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat6.z); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat6.w); u_xlat3.zw = u_xlat0.xy; inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2)] = floatBitsToUint(u_xlat3.x); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 1] = floatBitsToUint(u_xlat3.y); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 2] = floatBitsToUint(u_xlat3.z); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(16 >> 2) + 3] = floatBitsToUint(u_xlat3.w); inOutMeshVertices_buf[floatBitsToInt(u_xlat1.x)].value[(32 >> 2)] = floatBitsToUint(u_xlat0.z); return; } @@$Globals g_FirstVert g_VertCountg_Weightmain$GlobalsinBlendShapeVerticesinOutMeshVerticesDXBC^H[^,<LISGNOSGNSHEXpP\jYF p_h@P   >  & @( F~& @ r F2 V  r >@@main$GlobalsinBlendShapeVerticesinOutMeshVerticesDXBCCDtaǍfUp,<LISGNOSGNSHEXDPjYF p_h@P   >  &" @(F~#  @(@r Fr& @r:F#  @@ r F2 V  2 rF Fr:r F>@@main$GlobalsinBlendShapeVerticesinOutMeshVerticeshDXBCMh>M߃h,<LISGNOSGNSHEXPjYF p_h@P   >  &" @(F~#2@((@  F~2Fp& @(r:F#2@((@ r FF2 r F2 rF F6B:2 r&  Fr:Fr FF>@@$Globals g_FirstVert g_VertCountg_WeightmainCGlobalsinBlendShapeVerticesinOutMeshVertices|#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_FirstVertg_VertCountg_Weight u_xlati0+u_xlat0 .inBlendShapeVertices_type.value0inBlendShapeVertices 0inBlendShapeVertices_buf2Hu_xlat1 KinOutMeshVertices_origX0X_typeKvalue MinOutMeshVertices_origX0X MinOutMeshVertices_origX0X_bufOdu_xlat2u_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#H#H#GG"G!G-H.#G/(H0H0#G0G2"G2!GJHK#GL HM#GMGO"GO!G ! ;     ; +     ; +  ; +$) *);*++ , - ,.-/.0/ 10;12+<+AF GF;GH+ IJ IKJLKML NM;NO P;Gd g+ +  )    + @, 6;;;;A = A= >=A! = "!|#"A%$= &%|'&(#'> (=3 A42$3$$= 54|65=7 A82$7$= 98|:9=; A=2$;$<= >=|?>=@ AB2$@$A= CB|DCP)E6:?D>+EAPQ+ =RQ|SRATO$S$$= UT|VUAPW+ =XW|YXAZO$Y$= [Z|\[AP]+ =^]|_^A`O$_$<= a`|baPFcV\b>Hc=)e+OFfeeAgh<=ihAgj<=kjAgl<=mlPFnikmQonQpnQqnPFropqFsfr=FtHFust>duAPv+ =wv|xwAPyd =zy| {zA|O$x$$>|{AP}+ =~}|~APd=| AO$$>AP+ =|APd=| AO$$<>8@@mainCGlobalsinBlendShapeVerticesinOutMeshVertices#  GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_FirstVertg_VertCountg_Weight u_xlati0+u_xlat1 .inBlendShapeVertices_type.value0inBlendShapeVertices 0inBlendShapeVertices_buf2Hu_xlat0Yu_xlat2 \inOutMeshVertices_origX0X_type\value ^inOutMeshVertices_origX0X ^inOutMeshVertices_origX0X_buf`{u_xlat3u_xlat4u_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#H#H#GG"G!G-H.#G/(H0H0#G0G2"G2!G[H\#G]H^#G^G`"G`!G ! ;     ; +     ; +  ; +$) *);*++ , - ,.-/.0/ 10;12+<+AF GF;GH+J+O+T;*Y+ Z[ Z\[]\^] _^;_` a;G{;* + + +  )    + @, 6;;;;A = A= >=A! = "!|#"A%$= &%|'&(#'> (=3 A42$3$$= 54|65=7 A82$7$= 98|:9=; A=2$;$<= >=|?>=@ AB2$@$A= CB|DCP)E6:?D>+E=I AK2$I$J= LK|ML=N AP2$N$O= QP|RQ=S AU2$S$T= VU|WVPFXMRW>HXAab+ =cb|dcAe`$d$$= fe|gfAah+ =ih|jiAk`$j$= lk|mlAan+ =on|poAq`$p$<= rq|srAat+ =ut|vuAw`$v$A= xw|yxP)zgmsy>YzAa|+ =}||~}A`$~$J= |Aa+ =|A`$$O= |P=F{OF>{=)+OFA<=A<=A<=PFQQQPFF=)YOFF=)O )>AaY=Aa{>=FHA<=A<=A<=PFQQQPFF=F{OFF>HAaH =Aa>Aa+ =|Aa =| A`$$$>Aa+ =|Aa=| A`$$>Aa+ =|Aa=| A`$$<>Aa+ =|Aa=| A`$$A>Aa+ =|AaH=| A`$$J>Aa+ =|AaH=| A`$$O>8@@mainCGlobalsinBlendShapeVerticesinOutMeshVerticesH# J GLSL.std.450main @mainu_xlatb0 gl_GlobalInvocationIDCGlobalsg_FirstVertg_VertCountg_Weight u_xlati0+u_xlat1 .inBlendShapeVertices_type.value0inBlendShapeVertices 0inBlendShapeVertices_buf2Fu_xlat2^u_xlat0mu_xlat3 oinOutMeshVertices_origX0X_typeovalue qinOutMeshVertices_origX0X qinOutMeshVertices_origX0X_bufsu_xlat4u_xlat5u_xlat6>u_xlat_precise_vec4Au_xlat_precise_ivec4Du_xlat_precise_bvec4Gu_xlat_precise_uvec4G H#H#H#GG"G!G-H.#G/(H0H0#G0G2"G2!GnHo#Gp(Hq#GqGs"Gs!GI ! ;     ; +     ; +  ; +$) *);*++ , - ,.-/.0/ 10;12+<+A;*F+H+M+R+W\ ]\;]^+`+e i;*mn ,onpoqp rq;rs t;*;]+ ;* + +  =)? @?B CBE  FE+ H@, IH6;=>;@A;CD;FGA = A= >=A! = "!|#"A%$= &%|'&(#'> (=3 A42$3$$= 54|65=7 A82$7$= 98|:9=; A=2$;$<= >=|?>=@ AB2$@$A= CB|DCP)E6:?D>+E=G AI2$G$H= JI|KJ=L AN2$L$M= ON|PO=Q AS2$Q$R= TS|UT=V AX2$V$W= YX|ZYP)[KPUZ>F[=_ Aa2$_$`= ba|cb=d Af2$d$e= gf|hgPijch=\k^O\lkj>^lAtu+ =vu|wvAxs$w$A= yx|zyAt{+ =|{|}|A~s$}$$= ~|At+ =|As$$= |At+ =|As$$<= |P)z>mAt+ =|As$$H= |At+ =|As$$M= |At+ =|As$$R= |At+ =|As$$W= |P)>At+ =|As$$`= |At>=)+O\A<=A<=A<=P\QQQP\\=)mO\\=)O )>=)Oi=)mO )>m=)FO\A<=A<=A<=P\QQQP\\=)mO\\=)mO )>mAtF=At^>=)Oi=\O\>=\^O\A<=A<=A<=P\QQQP\\=\\>^Atm=At>At+ =|At =| As$$$>At+ =|At=| As$$>At+ =| At =  |  A s$ $<>  At+ =|At=| As$$A>=\^Oi=)mO )>mAt+ =|Atm =| As$$H>At + =! |"!At#m=$#| %$A&s$"$M>&%At'+ =('|)(At*m=+*| ,+A-s$)$R>-,At.+ =/.|0/At1m=21| 32A4s$0$W>43At5+ =65|76At8^=98| :9A;s$7$`>;:8@@CGlobals  g_FirstVert g_VertCountg_Weight#Internal-VT-TranslationTableReplaceReplaceTranslationTablecbReplacementData _input_map _output_bufDXBC~%)4#,<LISGNOSGNSHEX@PPjYF p__ h# @ O   ) @# @ 2 Fp) @ >@cbReplacementDatanumReplacements ReplaceTranslationTablecbReplacementData _input_map _output_bufY#version 310 es #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 UNITY_BINDING(0) uniform cbReplacementData { uint numReplacements; uint pad0; uint pad1; uint pad2; }; layout(std430, binding = 1) readonly buffer _input_map { uint _input_map_buf[]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; vec2 u_xlat0; int u_xlati0; uint u_xlatu0; bool u_xlatb0; layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.x * 256u + gl_LocalInvocationID.x; u_xlatb0 = u_xlatu0> 2) + 0]), uintBitsToFloat(_input_map_buf[(u_xlati0 >> 2) + 1])); u_xlati0 = floatBitsToInt(u_xlat0.x) << (2 & int(0x1F)); _output_buf_buf[(u_xlati0 >> 2)] = uint(floatBitsToUint(u_xlat0.y)); } return; } @cbReplacementDatanumReplacements ReplaceTranslationTablecbReplacementData _input_map _output_buf#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbReplacementData { uint numReplacements; uint pad0; uint pad1; uint pad2; }; layout(std430, binding = 1) readonly buffer _input_map { uint _input_map_buf[]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; vec2 u_xlat0; int u_xlati0; uint u_xlatu0; bool u_xlatb0; layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.x * 256u + gl_LocalInvocationID.x; u_xlatb0 = u_xlatu0> 2) + 0]), uintBitsToFloat(_input_map_buf[(u_xlati0 >> 2) + 1])); u_xlati0 = floatBitsToInt(u_xlat0.x) << (2 & int(0x1F)); _output_buf_buf[(u_xlati0 >> 2)] = floatBitsToUint(u_xlat0.y); } return; } @cbReplacementDatanumReplacementsReplaceTranslationTablecbReplacementData _input_map _output_bufDXBC~%)4#,<LISGNOSGNSHEX@PPjYF p__ h# @ O   ) @# @ 2 Fp) @ >@cbReplacementDatanumReplacementsReplaceTranslationTablecbReplacementData _input_map _output_buf # i GLSL.std.450main mainu_xlatu0 gl_WorkGroupIDgl_LocalInvocationIDu_xlatb0cbReplacementDatanumReplacementspad0pad1pad2'u_xlati07u_xlat09_input_map9_input_map_buf;Q_output_buf_origX0X Q_output_buf_origX0X_bufS^u_xlat_precise_vec4au_xlat_precise_ivec4du_xlat_precise_bvec4gu_xlat_precise_uvec4G G H#H#H#H# GG"G!G8H9H9#G9G;"G;!GPHQ#GQGS"GS!Gh ! ;    ; +  +;  ; ; +  &;&'+++04 54 65;67898 :9;:;+=+E K4PQP RQ;RS+V\4 ]\_ `_b cbe fe, hVV6;]^;`a;cd;fgA  =A  =>=A =! "!>"=#%#$%$A ( =)(|*),*+>',A - =.-|/.1/0=2'312>'3=<'><=?>A@;?=A@|4BA=C'DC=FDEAG;F=HG|4IHP5JBI>7JAKL7 =4ML|NMON=>'O=T'UT=AKW7V=4XW|YXAZSU>ZY%%8@cbReplacementDatanumReplacementspad0pad1pad2 $Internal-VT-TranslationTableUpsampleMaincbTranslationTableData _output_buftranslationTableDXBCBvjM?K5I,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%U 2@UB* @# *   ) @ P  <B:**># B:* B* )B*@* 2@'" @7  : @': '  : 6"@7 2FF* F> @MaincbTranslationTableData lookupTexture _output_buftranslationTable@ DXBC WNɲ.@ ,<LISGNOSGNSHEX P{jYF 2XpDDUU_2_2 h # 2F@ F U 2F@UB* @# *   ) @ P2F < :># * : ):@:6 -BF| b@'"@7 *  @ : :6"@6@6@0PB:* 6@*UB:@:@(:O @" *:@7 B*@: :@6 FF "*<V <B:* B***6B@6@:@6V6**:6"@7 2FF6@6@6@0P":: 6@U":@ B@@:@O*@ " @ 2F <  *::B*@B*@O*@ " @ 2Fօ <B 6@:@6V6:7 B:*@'*@B*@<B* 'B  6B@7 2 F7 2 F: F> @MaincbTranslationTableData _output_buftranslationTable DXBCR>Ck9݋.I ,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%P2 <  ># :*   ) @"  V@'"*@7 *:" @'" 'B @"*7 bV@* FV> @MaincbTranslationTableData lookupTexture _output_buftranslationTablex DXBCr;VNi-\Fx ,<LISGNOSGNSHEX$ PIjYF 2XpDDUU_2_2 h # 2F@ F P2F <  ># *   ) @" 6 -BF| V@'"*@7 *: @ : :6"@6b@6@0P** 6@:U*@*@(B:O r@"*:@7 B@: *@6  FF ":<V <:* *::6"@6@*@6bV6::7 b@6@62@6@0P: 6@:U@ @@@O:@ " @  :<B:* B***:@:@O:@ " @ 2Fօ :< 6@@626*7 B: @'*@B*@<B* 'B @6B@7 2 @f 7 b * FV> @MaincbTranslationTableData _output_buftranslationTableDXBC.qw,<LISGNOSGNSHEXPpjYF UU_2_2 h & : * * @# F@ F%U b@U* @# "*:" )B@"* ) @ P  <B:**># B:* B* )*@:# B* : *)B*@* 2@'B @7 "  @'  ': 6B@7 bVV 2@6B@7 2B @'B* '  B:*6"@7  VV :*:F> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDXBCXSSg/ؚ,<LISGNOSGNSHEXPjYF 2XpDDUU_2_2 h & : * * @# 2F@ F U b@U* @# "*:" )B@* ) @ P2F < :># * : ):@:# * : :):@:6 -Ft b@'"@7 *  @    6"@6@6B@0P:* 6B@:U:@B:@(*O r @":B*@7 B@* *@6  FF ":<V <:* *::6B@6B@:@6V6B:**6"@7 2FF6"6@6@6"@0PB:: 6"@*UB:@ @@:@O:@ " @  *<B:* B***:@:@O:@ " @ V *<B:*6"@:@6V6"*7 B*@'"*@B*@<B* 'B  6B@7 R 7 2V 6" 2@6B@7 2FB @ B* *6"@6@6B@0PB:* 6B@*UB:@B:@(*O r @":B*@7 B@* *@6  FF "*<V <B:* B:**6B@6B@:@6V6B*B**6"@7  VV6b6@62@6"@0PB: 6"@*UB@ B@@@O*@ " @  *<B:* B:**B*@B*@O*@ " @ 2Fօ *< 6"@@626"*7 " @'B@"@<B '"  6B@7 2VF7   V6b*: :FF> @MaincbTranslationTableData _output_buftranslationTableDXBC hi'T,<LISGNOSGNSHEXDPjYF UU_2_2 h # F@ F%P2 <  ># :*   )" @B# * : ) @  2 @'B @7 " *B@'B* '@B:*7 b @V 2@6B@7 V B*@'B* '*@B* 7  @   :F> @MaincbTranslationTableData lookupTexture _output_buftranslationTabletDXBC鉨}zct,<LISGNOSGNSHEX PHjYF 2XpDDUU_2_2 h # 2F@ F P2F <  ># *   )" @B# * : ) @ 6 -Ft  @'"*@7 *:*B @ B* *6"@6@6B@0P:* 6B@:U:@:@(B:O r@"*:@7 B@: *@6  FF ":<V <:* *::6B@6B@:@6V6B:B**7  @6":6@6@6@0P:: 6@ U:@ "@@:@O@ " @   <B:* B***"@"@O@ " @ 2Fօ  <B 6@:@6V6*7 B:*@'B*@B*@<B* 'B @6B@7 2 @f 7  6": 2@6B@7 2FB @ B* *6"@6@6B@0P:* 6B@:U:@:@(" O r@" @7 B@  *@6  FF ":<2<  :::6B@6B@:@6V6B:B**7 2 @66@6@6B@0P:: 6B@:U:@ @@:@O @ " @ b :<"* ": @ @O @ " @ RV :<B* 6B@:@6V6B7 B**@'*@B*@<B* 'B @6B@7 2 @f 7 26 * :F > @MaincbTranslationTableData _output_buftranslationTableDDXBCP '̑Y_D,<LISGNOSGNSHEXPjYF UU_2_2 h & : * *" @# F@ F%U  @U* @# B: *B* )*@":*) V @":"*)"@Pb <"*># ":* " )B@*# * : ) @ ) @ ) @  @'B @7 " ::"@'" '":6B@7 bVVV 2@6B@7 V "@'" 'B"*6B@7 bVVV 2@6B@7 V "@'" 'B "*6"@7 RVV  *  *66@FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDDXBCbp UD,<LISGNOSGNSHEXPjYF 2XpDDUU_2_2 h  & : * *" @# 2F@ F U @U* @# B: *B* )*@:*) V @:"*)"@Pb <"*># "* " )B@*# * : ):@:) @ ) @ 6 -rFF~ @'"*@7 *::" @ " 6" @6@6B@0P:* 6B@:U:@:@(:O r @" : :@7 B  @:  * @6    F F ":<V   <:*  ::6"@6B@ :@6V 6B:"*6"@7 2 VFF6" 6 @6@6B@0P:: 6B@:U:@ "@@:@O @ "  @   :<:*  ::"@"@O @ "  @  V :<":*6B@ :@6V 6B:7 "*@'@"@<B  '"  6B@7 V7 2   6"  2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@:U:@:@(:O @" *:@7 B*@: :@6 FF ":<2<  ::6B@6B@:@6V6B:B**6"@7  V 6" *6":6@6@6@0P":: 6@U":@ B@@:@O*@ " @  <": "B*@B*@O*@ " @ bV <B*6@:@6V67 B *@'*@B*@<B* 'B 6B@7  V 7 V 6" 6": 2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@ U:@":@(BO rV@"*"@7 B@ *@6  FF " <2<  *  6B@6B@:@6V6B B**6"@7  V6B :6@6r@0P": 6B@U"@ @@@O:@ " @ 2F <  *  :@:@O:@ " @ V <:6B@@626B 7 * @'" @ @<B  ' 6B@7 V 7 V 6B :**  :  * 6 @FF > @MaincbTranslationTableData _output_buftranslationTablepDXBCWz*%)p,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%P2 <  >& : * # ":* " ) R@*# * : ) @  ) @  b@'B@7 "*:"@'" '@":7 bV@V 2@6B@7 V "@'" 'B@"*7 bV@V 2@6B@7 V "@'" 'B@"*7 RV@  *  *66@FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDXBC+@gpbeN1,<LISGNOSGNSHEXTPUjYF 2XpDDUU_2_2 h  # 2F@ F P2F <  >& : * # "* " ) R@*# * : ) @  ) @ 6 -F6y @'"*@7 *::B @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @":B*@7 B@* *@6  FF ":<V <:* ::6B@6"@:@6V6":B*7 2 @F6"6@6@6"@0P:: 6"@:U:@ B@@:@O*@ " @  :<:* ::B*@B*@O*@ " @ V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 2 6" 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@":@(O rV@":"@7 B@ *@6  FF ":<V <:* *::6B@6"@:@6V6":B*7  @6"*6":6@6@6"@0P:: 6"@:U:@ "@@:@O@ " @  :<:* *::"@"@O@ " @ V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 V 6"*6": 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@":@(BO rV@"*"@7 B@ *@6  FF ":<bV<* :::6B@6"@:@6V6":B*7  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bufferOffsetLevelbufferOffsetLevelAbovecbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelbufferOffsetLevelAbovenumEvictedTiles numAddedTiles addedTiles  evictedTiles cbTranslationTableData invLevelwidthheight bufferOffsetLevelcbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelnumEvictedTiles numAddedTiles addedTiles  evictedTiles  MaincbTranslationTableData _output_buftranslationTable #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; float u_xlat1; int u_xlati1; uvec2 u_xlatu1; int u_xlati2; bool u_xlatb2; int u_xlati4; bvec2 u_xlatb4; bool u_xlatb5; float u_xlat7; uint u_xlatu7; int u_xlati10; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatu1.xy = u_xlatu0.xw >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu7 = width >> (1u & uint(0x1F)); u_xlati1 = int(u_xlatu1.y) * int(u_xlatu7) + int(u_xlatu1.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevelAbove); u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat1 = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlatb4.xy = greaterThanEqual(u_xlatu0.xwxx, uvec4(width, height, width, width)).xy; u_xlatb4.x = u_xlatb4.y || u_xlatb4.x; if(u_xlatb4.x){ return; } u_xlati4 = int(u_xlatu0.w) * int(width) + int(u_xlatu0.x); u_xlati4 = u_xlati4 + int(bufferOffsetLevel); u_xlati4 = u_xlati4 << (2 & int(0x1F)); u_xlat7 = uintBitsToFloat(_output_buf_buf[(u_xlati4 >> 2) + 0]); u_xlati10 = int(floatBitsToUint(u_xlat7) & 2147483648u); if(u_xlati10 != 0) { u_xlat7 = uintBitsToFloat(floatBitsToUint(u_xlat7) & 2147483647u); } u_xlati2 = int(floatBitsToUint(u_xlat7) & 15u); u_xlatb2 = u_xlati2!=int(invLevel); u_xlatb5 = floatBitsToInt(u_xlat1)!=floatBitsToInt(u_xlat7); u_xlatb2 = u_xlatb5 && u_xlatb2; if(u_xlatb2){ u_xlat7 = u_xlat1; u_xlati1 = int(0xFFFFFFFFu); } else { u_xlati1 = int((u_xlati10!=0) ? 0xFFFFFFFFu : uint(0)); } if(u_xlati1 != 0) { _output_buf_buf[(u_xlati4 >> 2)] = floatBitsToUint(u_xlat7); imageStore(translationTable, ivec2(u_xlatu0.xy), vec4(u_xlat7)); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable7#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; float u_xlat1; int u_xlati1; uvec2 u_xlatu1; uvec2 u_xlatu2; ivec4 u_xlati3; uint u_xlatu3; bool u_xlatb3; ivec3 u_xlati4; ivec4 u_xlati5; int u_xlati7; bvec2 u_xlatb7; int u_xlati9; uint u_xlatu9; int u_xlati12; bool u_xlatb12; float u_xlat13; uint u_xlatu13; uvec2 u_xlatu14; ivec2 u_xlati15; bool u_xlatb15; int u_xlati18; bool u_xlatb18; int u_xlati19; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatu1.xy = u_xlatu0.xy >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu13 = width >> (1u & uint(0x1F)); u_xlati1 = int(u_xlatu1.y) * int(u_xlatu13) + int(u_xlatu1.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevelAbove); u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat1 = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlatb7.xy = greaterThanEqual(u_xlatu0.xyxx, uvec4(width, height, width, width)).xy; u_xlatb7.x = u_xlatb7.y || u_xlatb7.x; if(u_xlatb7.x){ return; } u_xlati7 = int(u_xlatu0.y) * int(width) + int(u_xlatu0.x); u_xlati7 = u_xlati7 + int(bufferOffsetLevel); u_xlati7 = u_xlati7 << (2 & int(0x1F)); u_xlat13 = uintBitsToFloat(_output_buf_buf[(u_xlati7 >> 2) + 0]); u_xlatu0.zw = uvec2(level); u_xlati12 = int(texelFetch(lookupTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w)).x); u_xlati18 = int(floatBitsToUint(u_xlat13) & 2147483648u); u_xlati19 = int((u_xlati18!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati18 != 0) { u_xlat13 = uintBitsToFloat(floatBitsToUint(u_xlat13) & 2147483647u); } u_xlati18 = int(floatBitsToUint(u_xlat13) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu2.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb3 = u_xlatu14.y>=numEvictedTiles; u_xlati18 = 0; if(u_xlatb3){break;} u_xlatu3 = u_xlatu14.y >> (2u & uint(0x1F)); u_xlatu9 = u_xlatu14.y & 3u; u_xlati15.x = 0 - int(u_xlatu9); u_xlati4.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu9), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati5.y = int(uint(u_xlati15.x) & uint(u_xlati4.y)); u_xlati9 = int(u_xlatu9) + int(0xFFFFFFFDu); u_xlati5.z = (u_xlati4.y != 0) ? 0 : u_xlati9; u_xlati5.w = int((u_xlati4.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.x = u_xlati4.x; u_xlati3 = ivec4(uvec4(u_xlati5) & evictedTiles[int(u_xlatu3)]); u_xlati3.xy = ivec2(uvec2(u_xlati3.yw) | uvec2(u_xlati3.xz)); u_xlati3.x = int(uint(u_xlati3.y) | uint(u_xlati3.x)); u_xlatb3 = u_xlati12==u_xlati3.x; if(u_xlatb3){ u_xlatu14.x = 4294967295u; u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu2.yx; u_xlatb18 = u_xlatb3; } if(u_xlati18 == 0) { u_xlatu14.x = 0u; } if(u_xlatu14.x != uint(0)) { u_xlat13 = u_xlat1; u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu2.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb3 = u_xlatu14.y>=numAddedTiles; u_xlati18 = 0; if(u_xlatb3){break;} u_xlatu3 = u_xlatu14.y >> (1u & uint(0x1F)); u_xlatu9 = uint(int(bitfieldInsert(0, int(u_xlatu14.y), 1 & int(0x1F), 1))); u_xlati4.x = int((u_xlatu9<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati15.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu3)].xz); u_xlati15.x = int(uint(u_xlati15.y) | uint(u_xlati15.x)); u_xlatb15 = u_xlati12==u_xlati15.x; if(u_xlatb15){ u_xlati9 = int(u_xlatu9) + 1; u_xlatu9 = uint(u_xlati9) + 4294967295u; u_xlati4.x = int((u_xlatu9<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati3.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu3)].yw); u_xlatu14.x = uint(u_xlati3.y) | uint(u_xlati3.x); u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu2.yx; u_xlatb18 = u_xlatb15; } if(u_xlati18 == 0) { u_xlatu14.x = 4294967295u; } u_xlatb12 = int(u_xlatu14.x)!=int(0xFFFFFFFFu); if(u_xlatb12){ u_xlati12 = int(u_xlatu14.x & 4294967280u); u_xlat13 = uintBitsToFloat(uint(u_xlati12) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb12 = floatBitsToInt(u_xlat1)!=floatBitsToInt(u_xlat13); if(u_xlatb12){ u_xlat13 = u_xlat1; u_xlati19 = int(0xFFFFFFFFu); } } } if(u_xlati19 != 0) { _output_buf_buf[(u_xlati7 >> 2)] = floatBitsToUint(u_xlat13); imageStore(translationTable, ivec2(u_xlatu0.xy), vec4(u_xlat13)); } return; }  @MaincbTranslationTableData _output_buftranslationTable #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; bool u_xlatb2; float u_xlat4; int u_xlati7; int u_xlati10; bool u_xlatb10; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xwxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(u_xlatu0.w) * int(width) + int(u_xlatu0.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevel); u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat4 = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlati7 = int(floatBitsToUint(u_xlat4) & 2147483648u); if(u_xlati7 != 0) { u_xlat4 = uintBitsToFloat(floatBitsToUint(u_xlat4) & 2147483647u); } u_xlati10 = int(floatBitsToUint(u_xlat4) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb2 = floatBitsToInt(u_xlat4)!=int(0x7FFFFFFFu); u_xlatb10 = u_xlatb10 && u_xlatb2; if(u_xlatb10){ u_xlat4 = float(intBitsToFloat(int(0x7FFFFFFFu))); u_xlati10 = int(int(0xFFFFFFFFu)); } else { u_xlati10 = int((u_xlati7!=0) ? 0xFFFFFFFFu : uint(0)); } if(u_xlati10 != 0) { _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat4); imageStore(translationTable, ivec2(u_xlatu0.xy), vec4(u_xlat4)); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; uvec2 u_xlatu2; ivec4 u_xlati3; uint u_xlatu3; ivec3 u_xlati4; ivec4 u_xlati5; float u_xlat7; ivec2 u_xlati9; bool u_xlatb9; int u_xlati12; bool u_xlatb12; int u_xlati13; uvec2 u_xlatu14; int u_xlati18; bool u_xlatb18; int u_xlati19; uint u_xlatu19; bool u_xlatb19; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xyxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(u_xlatu0.y) * int(width) + int(u_xlatu0.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevel); u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat7 = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlatu0.zw = uvec2(level); u_xlati12 = int(texelFetch(lookupTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w)).x); u_xlati18 = int(floatBitsToUint(u_xlat7) & 2147483648u); u_xlati13 = int((u_xlati18!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati18 != 0) { u_xlat7 = uintBitsToFloat(floatBitsToUint(u_xlat7) & 2147483647u); } u_xlati18 = int(floatBitsToUint(u_xlat7) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu2.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb19 = u_xlatu14.y>=numEvictedTiles; u_xlati18 = 0; if(u_xlatb19){break;} u_xlatu19 = u_xlatu14.y >> (2u & uint(0x1F)); u_xlatu3 = u_xlatu14.y & 3u; u_xlati9.x = 0 - int(u_xlatu3); u_xlati4.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu3), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati5.y = int(uint(u_xlati9.x) & uint(u_xlati4.y)); u_xlati3.x = int(u_xlatu3) + int(0xFFFFFFFDu); u_xlati5.z = (u_xlati4.y != 0) ? 0 : u_xlati3.x; u_xlati5.w = int((u_xlati4.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.x = u_xlati4.x; u_xlati3 = ivec4(uvec4(u_xlati5) & evictedTiles[int(u_xlatu19)]); u_xlati3.xy = ivec2(uvec2(u_xlati3.yw) | uvec2(u_xlati3.xz)); u_xlati19 = int(uint(u_xlati3.y) | uint(u_xlati3.x)); u_xlatb19 = u_xlati12==u_xlati19; if(u_xlatb19){ u_xlatu14.x = 4294967295u; u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu2.yx; u_xlatb18 = u_xlatb19; } if(u_xlati18 == 0) { u_xlatu14.x = 0u; } if(u_xlatu14.x != uint(0)) { u_xlat7 = float(intBitsToFloat(int(0x7FFFFFFFu))); u_xlati13 = int(int(0xFFFFFFFFu)); } } else { u_xlatu2.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb19 = u_xlatu14.y>=numAddedTiles; u_xlati18 = 0; if(u_xlatb19){break;} u_xlatu19 = u_xlatu14.y >> (1u & uint(0x1F)); u_xlatu3 = uint(int(bitfieldInsert(0, int(u_xlatu14.y), 1 & int(0x1F), 1))); u_xlati4.x = int((u_xlatu3<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati9.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu19)].xz); u_xlati9.x = int(uint(u_xlati9.y) | uint(u_xlati9.x)); u_xlatb9 = u_xlati12==u_xlati9.x; if(u_xlatb9){ u_xlati3.x = int(u_xlatu3) + 1; u_xlatu3 = uint(u_xlati3.x) + 4294967295u; u_xlati4.x = int((u_xlatu3<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati3.xz = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu19)].yw); u_xlatu14.x = uint(u_xlati3.z) | uint(u_xlati3.x); u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu2.yx; u_xlatb18 = u_xlatb9; } if(u_xlati18 == 0) { u_xlatu14.x = 4294967295u; } u_xlatb12 = int(u_xlatu14.x)!=int(0xFFFFFFFFu); if(u_xlatb12){ u_xlati12 = int(u_xlatu14.x & 4294967280u); u_xlat7 = uintBitsToFloat(uint(u_xlati12) | invLevel); u_xlati13 = int(0xFFFFFFFFu); } else { u_xlatb12 = floatBitsToInt(u_xlat7)!=int(0x7FFFFFFFu); if(u_xlatb12){ u_xlati13 = int(0xFFFFFFFFu); } u_xlat7 = intBitsToFloat(int(0x7FFFFFFFu)); } } if(u_xlati13 != 0) { _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat7); imageStore(translationTable, ivec2(u_xlatu0.xy), vec4(u_xlat7)); } return; }  @MaincbTranslationTableData _output_buftranslationTable"#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; float u_xlat0; int u_xlati0; uvec4 u_xlatu1; vec2 u_xlat2; bool u_xlatb3; int u_xlati4; uvec2 u_xlatu4; bvec3 u_xlatb4; float u_xlat8; int u_xlati8; int u_xlati10; bool u_xlatb10; int u_xlati12; uint u_xlatu12; int u_xlati14; bool u_xlatb14; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati0 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatu4.xy = u_xlatu1.xw >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu12 = width >> (1u & uint(0x1F)); u_xlati4 = int(u_xlatu4.y) * int(u_xlatu12) + int(u_xlatu4.x); u_xlati4 = u_xlati4 + int(bufferOffsetLevelAbove); u_xlati8 = u_xlati4 << (2 & int(0x1F)); u_xlat8 = uintBitsToFloat(_output_buf_buf[(u_xlati8 >> 2) + 0]); u_xlati0 = u_xlati4 + u_xlati0; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat0 = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlatb4.xz = greaterThanEqual(u_xlatu1.xxww, uvec4(width, width, height, height)).xz; u_xlatb4.x = u_xlatb4.z || u_xlatb4.x; if(u_xlatb4.x){ return; } u_xlati4 = int(u_xlatu1.w) * int(width) + int(u_xlatu1.x); u_xlati4 = u_xlati4 + int(bufferOffsetLevel); u_xlati12 = u_xlati4 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati12 >> 2) + 0]); u_xlati4 = int(width) * int(height) + u_xlati4; u_xlati4 = u_xlati4 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati4 >> 2) + 0]); u_xlati10 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); if(u_xlati10 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati14 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb14 = u_xlati14!=int(invLevel); u_xlatb3 = floatBitsToInt(u_xlat8)!=floatBitsToInt(u_xlat2.x); u_xlatb14 = u_xlatb14 && u_xlatb3; if(u_xlatb14){ u_xlat2.x = u_xlat8; u_xlati8 = int(0xFFFFFFFFu); } else { u_xlati8 = int((u_xlati10!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati10 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati10 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati8 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb14 = floatBitsToInt(u_xlat0)!=floatBitsToInt(u_xlat2.y); u_xlatb10 = u_xlatb14 && u_xlatb10; if(u_xlatb10){ u_xlat2.y = u_xlat0; u_xlati8 = int(0xFFFFFFFFu); } if(u_xlati8 != 0) { _output_buf_buf[(u_xlati12 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati4 >> 2)] = floatBitsToUint(u_xlat2.y); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat2.xyxx); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable*#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; float u_xlat0; int u_xlati0; uvec4 u_xlatu1; vec2 u_xlat2; uvec2 u_xlatu3; ivec4 u_xlati4; uint u_xlatu4; bool u_xlatb4; ivec4 u_xlati5; ivec4 u_xlati6; int u_xlati7; uvec2 u_xlatu7; bvec3 u_xlatb7; ivec3 u_xlati11; uint u_xlatu11; float u_xlat14; int u_xlati14; bool u_xlatb14; ivec2 u_xlati15; uint u_xlatu15; bool u_xlatb15; int u_xlati16; uint u_xlatu16; bool u_xlatb16; uvec2 u_xlatu17; ivec2 u_xlati18; bool u_xlatb18; int u_xlati21; uint u_xlatu21; int u_xlati23; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati0 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatu7.xy = u_xlatu1.xy >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu21 = width >> (1u & uint(0x1F)); u_xlati7 = int(u_xlatu7.y) * int(u_xlatu21) + int(u_xlatu7.x); u_xlati7 = u_xlati7 + int(bufferOffsetLevelAbove); u_xlati14 = u_xlati7 << (2 & int(0x1F)); u_xlat14 = uintBitsToFloat(_output_buf_buf[(u_xlati14 >> 2) + 0]); u_xlati0 = u_xlati7 + u_xlati0; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat0 = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlatb7.xz = greaterThanEqual(u_xlatu1.xxyy, uvec4(width, width, height, height)).xz; u_xlatb7.x = u_xlatb7.z || u_xlatb7.x; if(u_xlatb7.x){ return; } u_xlati7 = int(u_xlatu1.y) * int(width) + int(u_xlatu1.x); u_xlati7 = u_xlati7 + int(bufferOffsetLevel); u_xlati21 = u_xlati7 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati21 >> 2) + 0]); u_xlati7 = int(width) * int(height) + u_xlati7; u_xlati7 = u_xlati7 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati7 >> 2) + 0]); u_xlatu1.zw = uvec2(level); u_xlati15.xy = ivec2(texelFetch(lookupTexture, ivec2(u_xlatu1.xy), int(u_xlatu1.w)).xy); u_xlati16 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); u_xlati23 = int((u_xlati16!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati16 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati16 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu3.y = 0u; u_xlatu17.x = uint(0u); u_xlatu17.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb4 = u_xlatu17.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb4){break;} u_xlatu4 = u_xlatu17.y >> (2u & uint(0x1F)); u_xlatu11 = u_xlatu17.y & 3u; u_xlati18.x = 0 - int(u_xlatu11); u_xlati5.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu11), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati18.x) & uint(u_xlati5.y)); u_xlati11.x = int(u_xlatu11) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati11.x; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati4 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu4)]); u_xlati4.xy = ivec2(uvec2(u_xlati4.yw) | uvec2(u_xlati4.xz)); u_xlati4.x = int(uint(u_xlati4.y) | uint(u_xlati4.x)); u_xlatb4 = u_xlati15.x==u_xlati4.x; if(u_xlatb4){ u_xlatu17.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu17.y + 1u; u_xlatu17.xy = u_xlatu3.yx; u_xlatb16 = u_xlatb4; } if(u_xlati16 == 0) { u_xlatu17.x = 0u; } if(u_xlatu17.x != uint(0)) { u_xlat2.x = u_xlat14; u_xlati23 = int(0xFFFFFFFFu); } } else { u_xlatu3.y = 0u; u_xlatu17.x = uint(0u); u_xlatu17.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb4 = u_xlatu17.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb4){break;} u_xlatu4 = u_xlatu17.y >> (1u & uint(0x1F)); u_xlatu11 = uint(int(bitfieldInsert(0, int(u_xlatu17.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu11<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati18.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu4)].xz); u_xlati18.x = int(uint(u_xlati18.y) | uint(u_xlati18.x)); u_xlatb18 = u_xlati15.x==u_xlati18.x; if(u_xlatb18){ u_xlati11.x = int(u_xlatu11) + 1; u_xlatu11 = uint(u_xlati11.x) + 4294967295u; u_xlati5.x = int((u_xlatu11<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati4.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu4)].yw); u_xlatu17.x = uint(u_xlati4.y) | uint(u_xlati4.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu17.y + 1u; u_xlatu17.xy = u_xlatu3.yx; u_xlatb16 = u_xlatb18; } if(u_xlati16 == 0) { u_xlatu17.x = 4294967295u; } u_xlatb15 = int(u_xlatu17.x)!=int(0xFFFFFFFFu); if(u_xlatb15){ u_xlati15.x = int(u_xlatu17.x & 4294967280u); u_xlat2.x = uintBitsToFloat(uint(u_xlati15.x) | invLevel); u_xlati23 = int(0xFFFFFFFFu); } else { u_xlatb15 = floatBitsToInt(u_xlat14)!=floatBitsToInt(u_xlat2.x); if(u_xlatb15){ u_xlat2.x = u_xlat14; u_xlati23 = int(0xFFFFFFFFu); } } } u_xlati14 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati14 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati23 = int(0xFFFFFFFFu); } u_xlati14 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb14 = u_xlati14==int(invLevel); if(u_xlatb14){ u_xlatu3.y = 0u; u_xlatu17.x = uint(0u); u_xlatu17.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb15 = u_xlatu17.y>=numEvictedTiles; u_xlati14 = 0; if(u_xlatb15){break;} u_xlatu15 = u_xlatu17.y >> (2u & uint(0x1F)); u_xlatu16 = u_xlatu17.y & 3u; u_xlati4.x = 0 - int(u_xlatu16); u_xlati11.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu16), uvec4(1u, 2u, 3u, 3u)).xyz) * 0xFFFFFFFFu); u_xlati5.y = int(uint(u_xlati4.x) & uint(u_xlati11.y)); u_xlati16 = int(u_xlatu16) + int(0xFFFFFFFDu); u_xlati5.z = (u_xlati11.y != 0) ? 0 : u_xlati16; u_xlati5.w = int((u_xlati11.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.x = u_xlati11.x; u_xlati4 = ivec4(uvec4(u_xlati5) & evictedTiles[int(u_xlatu15)]); u_xlati4.xy = ivec2(uvec2(u_xlati4.yw) | uvec2(u_xlati4.xz)); u_xlati15.x = int(uint(u_xlati4.y) | uint(u_xlati4.x)); u_xlatb15 = u_xlati15.y==u_xlati15.x; if(u_xlatb15){ u_xlatu17.x = 4294967295u; u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu17.y + 1u; u_xlatu17.xy = u_xlatu3.yx; u_xlatb14 = u_xlatb15; } if(u_xlati14 == 0) { u_xlatu17.x = 0u; } if(u_xlatu17.x != uint(0)) { u_xlat2.y = u_xlat0; u_xlati23 = int(0xFFFFFFFFu); } } else { u_xlatu3.y = 0u; u_xlatu17.x = uint(0u); u_xlatu17.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb15 = u_xlatu17.y>=numAddedTiles; u_xlati14 = 0; if(u_xlatb15){break;} u_xlatu15 = u_xlatu17.y >> (1u & uint(0x1F)); u_xlatu16 = uint(int(bitfieldInsert(0, int(u_xlatu17.y), 1 & int(0x1F), 1))); u_xlati4.x = int((u_xlatu16<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati4.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu15)].xz); u_xlati4.x = int(uint(u_xlati4.y) | uint(u_xlati4.x)); u_xlatb4 = u_xlati15.y==u_xlati4.x; if(u_xlatb4){ u_xlati16 = int(u_xlatu16) + 1; u_xlatu16 = uint(u_xlati16) + 4294967295u; u_xlati5.x = int((u_xlatu16<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati11.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu15)].yw); u_xlatu17.x = uint(u_xlati11.y) | uint(u_xlati11.x); u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu17.y + 1u; u_xlatu17.xy = u_xlatu3.yx; u_xlatb14 = u_xlatb4; } if(u_xlati14 == 0) { u_xlatu17.x = 4294967295u; } u_xlatb14 = int(u_xlatu17.x)!=int(0xFFFFFFFFu); if(u_xlatb14){ u_xlati14 = int(u_xlatu17.x & 4294967280u); u_xlat2.y = uintBitsToFloat(uint(u_xlati14) | invLevel); u_xlati23 = int(0xFFFFFFFFu); } else { u_xlatb14 = floatBitsToInt(u_xlat0)!=floatBitsToInt(u_xlat2.y); if(u_xlatb14){ u_xlat2.y = u_xlat0; u_xlati23 = int(0xFFFFFFFFu); } } } if(u_xlati23 != 0) { _output_buf_buf[(u_xlati21 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati7 >> 2)] = floatBitsToUint(u_xlat2.y); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat2.xyxx); } return; }  @MaincbTranslationTableData _output_buftranslationTable #version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; vec2 u_xlat2; int u_xlati4; int u_xlati7; bool u_xlatb7; bool u_xlatb8; int u_xlati10; bool u_xlatb10; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xwxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(u_xlatu0.w) * int(width) + int(u_xlatu0.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevel); u_xlati4 = u_xlati1 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati4 >> 2) + 0]); u_xlati1 = int(width) * int(height) + u_xlati1; u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlati7 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); if(u_xlati7 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati10 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb8 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); u_xlatb10 = u_xlatb10 && u_xlatb8; if(u_xlatb10){ u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati10 = int(0xFFFFFFFFu); } else { u_xlati10 = int((u_xlati7!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati7 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati7 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati10 = int(0xFFFFFFFFu); } u_xlati7 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb7 = u_xlati7!=int(invLevel); u_xlatb8 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); u_xlatb7 = u_xlatb7 && u_xlatb8; if(u_xlatb7){ u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati10 = int(0xFFFFFFFFu); } if(u_xlati10 != 0) { _output_buf_buf[(u_xlati4 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat2.y); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2.xyxx); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTableR(#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; vec2 u_xlat2; uvec2 u_xlatu3; ivec4 u_xlati4; bool u_xlatb4; ivec4 u_xlati5; int u_xlati7; ivec3 u_xlati10; ivec2 u_xlati12; bool u_xlatb12; int u_xlati13; uint u_xlatu13; bool u_xlatb13; uvec2 u_xlatu14; ivec2 u_xlati15; uint u_xlatu15; bool u_xlatb15; int u_xlati19; int u_xlati21; uint u_xlatu21; bool u_xlatb21; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xyxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(u_xlatu0.y) * int(width) + int(u_xlatu0.x); u_xlati1 = u_xlati1 + int(bufferOffsetLevel); u_xlati7 = u_xlati1 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati7 >> 2) + 0]); u_xlati1 = int(width) * int(height) + u_xlati1; u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlatu0.zw = uvec2(level); u_xlati12.xy = ivec2(texelFetch(lookupTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w)).xy); u_xlati13 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); u_xlati19 = int((u_xlati13!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati13 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati13 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb13 = u_xlati13==int(invLevel); if(u_xlatb13){ u_xlatu3.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati13 = 0; while(true){ u_xlatb15 = u_xlatu14.y>=numEvictedTiles; u_xlati13 = 0; if(u_xlatb15){break;} u_xlatu15 = u_xlatu14.y >> (2u & uint(0x1F)); u_xlatu21 = u_xlatu14.y & 3u; u_xlati4.x = 0 - int(u_xlatu21); u_xlati10.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu21), uvec4(1u, 2u, 3u, 3u)).xyz) * 0xFFFFFFFFu); u_xlati5.y = int(uint(u_xlati4.x) & uint(u_xlati10.y)); u_xlati21 = int(u_xlatu21) + int(0xFFFFFFFDu); u_xlati5.z = (u_xlati10.y != 0) ? 0 : u_xlati21; u_xlati5.w = int((u_xlati10.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.x = u_xlati10.x; u_xlati4 = ivec4(uvec4(u_xlati5) & evictedTiles[int(u_xlatu15)]); u_xlati15.xy = ivec2(uvec2(u_xlati4.yw) | uvec2(u_xlati4.xz)); u_xlati15.x = int(uint(u_xlati15.y) | uint(u_xlati15.x)); u_xlatb15 = u_xlati12.x==u_xlati15.x; if(u_xlatb15){ u_xlatu14.x = 4294967295u; u_xlati13 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu3.yx; u_xlatb13 = u_xlatb15; } if(u_xlati13 == 0) { u_xlatu14.x = 0u; } if(u_xlatu14.x != uint(0)) { u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu3.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati13 = 0; while(true){ u_xlatb15 = u_xlatu14.y>=numAddedTiles; u_xlati13 = 0; if(u_xlatb15){break;} u_xlatu15 = u_xlatu14.y >> (1u & uint(0x1F)); u_xlatu21 = uint(int(bitfieldInsert(0, int(u_xlatu14.y), 1 & int(0x1F), 1))); u_xlati4.x = int((u_xlatu21<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati4.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu15)].xz); u_xlati4.x = int(uint(u_xlati4.y) | uint(u_xlati4.x)); u_xlatb4 = u_xlati12.x==u_xlati4.x; if(u_xlatb4){ u_xlati21 = int(u_xlatu21) + 1; u_xlatu21 = uint(u_xlati21) + 4294967295u; u_xlati5.x = int((u_xlatu21<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati15.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu15)].yw); u_xlatu14.x = uint(u_xlati15.y) | uint(u_xlati15.x); u_xlati13 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu3.yx; u_xlatb13 = u_xlatb4; } if(u_xlati13 == 0) { u_xlatu14.x = 4294967295u; } u_xlatb12 = int(u_xlatu14.x)!=int(0xFFFFFFFFu); if(u_xlatb12){ u_xlati12.x = int(u_xlatu14.x & 4294967280u); u_xlat2.x = uintBitsToFloat(uint(u_xlati12.x) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb12 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); if(u_xlatb12){ u_xlati19 = int(0xFFFFFFFFu); } u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati12.x = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati12.x != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati19 = int(0xFFFFFFFFu); } u_xlati12.x = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb12 = u_xlati12.x==int(invLevel); if(u_xlatb12){ u_xlatu3.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati12.x = 0; while(true){ u_xlatb13 = u_xlatu14.y>=numEvictedTiles; u_xlati12.x = 0; if(u_xlatb13){break;} u_xlatu13 = u_xlatu14.y >> (2u & uint(0x1F)); u_xlatu15 = u_xlatu14.y & 3u; u_xlati21 = 0 - int(u_xlatu15); u_xlati4.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu15), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati5.y = int(uint(u_xlati21) & uint(u_xlati4.y)); u_xlati15.x = int(u_xlatu15) + int(0xFFFFFFFDu); u_xlati5.z = (u_xlati4.y != 0) ? 0 : u_xlati15.x; u_xlati5.w = int((u_xlati4.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.x = u_xlati4.x; u_xlati4 = ivec4(uvec4(u_xlati5) & evictedTiles[int(u_xlatu13)]); u_xlati15.xy = ivec2(uvec2(u_xlati4.yw) | uvec2(u_xlati4.xz)); u_xlati13 = int(uint(u_xlati15.y) | uint(u_xlati15.x)); u_xlatb13 = u_xlati12.y==u_xlati13; if(u_xlatb13){ u_xlatu14.x = 4294967295u; u_xlati12.x = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu3.yx; u_xlatb12 = u_xlatb13; } if(u_xlati12.x == 0) { u_xlatu14.x = 0u; } if(u_xlatu14.x != uint(0)) { u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu3.y = 0u; u_xlatu14.x = uint(0u); u_xlatu14.y = uint(0u); u_xlati12.x = 0; while(true){ u_xlatb13 = u_xlatu14.y>=numAddedTiles; u_xlati12.x = 0; if(u_xlatb13){break;} u_xlatu13 = u_xlatu14.y >> (1u & uint(0x1F)); u_xlatu15 = uint(int(bitfieldInsert(0, int(u_xlatu14.y), 1 & int(0x1F), 1))); u_xlati4.x = int((u_xlatu15<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati4.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu13)].xz); u_xlati21 = int(uint(u_xlati4.y) | uint(u_xlati4.x)); u_xlatb21 = u_xlati12.y==u_xlati21; if(u_xlatb21){ u_xlati15.x = int(u_xlatu15) + 1; u_xlatu15 = uint(u_xlati15.x) + 4294967295u; u_xlati4.x = int((u_xlatu15<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati4.y = int((u_xlati4.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati4.xy = ivec2(uvec2(u_xlati4.xy) & addedTiles[int(u_xlatu13)].yw); u_xlatu14.x = uint(u_xlati4.y) | uint(u_xlati4.x); u_xlati12.x = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu14.y + 1u; u_xlatu14.xy = u_xlatu3.yx; u_xlatb12 = u_xlatb21; } if(u_xlati12.x == 0) { u_xlatu14.x = 4294967295u; } u_xlatb12 = int(u_xlatu14.x)!=int(0xFFFFFFFFu); if(u_xlatb12){ u_xlati12.x = int(u_xlatu14.x & 4294967280u); u_xlat2.y = uintBitsToFloat(uint(u_xlati12.x) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb12 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); if(u_xlatb12){ u_xlati19 = int(0xFFFFFFFFu); } u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); } } if(u_xlati19 != 0) { _output_buf_buf[(u_xlati7 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat2.y); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2.xyxx); } return; }  @MaincbTranslationTableData _output_buftranslationTablej#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; int u_xlati0; uvec4 u_xlatu1; float u_xlat2; int u_xlati2; uint u_xlatu2; bool u_xlatb2; vec4 u_xlat3; bool u_xlatb4; float u_xlat5; int u_xlati5; int u_xlati7; bvec2 u_xlatb7; int u_xlati10; uvec2 u_xlatu10; bool u_xlatb10; int u_xlati12; float u_xlat15; int u_xlati15; int u_xlati17; bool u_xlatb17; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati5 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatu10.xy = u_xlatu1.xw >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu2 = width >> (1u & uint(0x1F)); u_xlati10 = int(u_xlatu10.y) * int(u_xlatu2) + int(u_xlatu10.x); u_xlati10 = u_xlati10 + int(bufferOffsetLevelAbove); u_xlati15 = u_xlati10 << (2 & int(0x1F)); u_xlat15 = uintBitsToFloat(_output_buf_buf[(u_xlati15 >> 2) + 0]); u_xlati2 = u_xlati10 + u_xlati5; u_xlati2 = u_xlati2 << (2 & int(0x1F)); u_xlat2 = uintBitsToFloat(_output_buf_buf[(u_xlati2 >> 2) + 0]); u_xlati5 = u_xlati5 << (1 & int(0x1F)); u_xlati5 = u_xlati10 + u_xlati5; u_xlati5 = u_xlati5 << (2 & int(0x1F)); u_xlat5 = uintBitsToFloat(_output_buf_buf[(u_xlati5 >> 2) + 0]); u_xlatb7.xy = greaterThanEqual(u_xlatu1.xwxx, uvec4(width, height, width, width)).xy; u_xlatb10 = u_xlatb7.y || u_xlatb7.x; if(u_xlatb10){ return; } u_xlati10 = int(u_xlatu1.w) * int(width) + int(u_xlatu1.x); u_xlati10 = u_xlati10 + int(bufferOffsetLevel); u_xlati7 = u_xlati10 << (2 & int(0x1F)); u_xlat3.x = uintBitsToFloat(_output_buf_buf[(u_xlati7 >> 2) + 0]); u_xlati12 = int(width) * int(height) + u_xlati10; u_xlati12 = u_xlati12 << (2 & int(0x1F)); u_xlat3.y = uintBitsToFloat(_output_buf_buf[(u_xlati12 >> 2) + 0]); u_xlati0 = u_xlati0 << (1 & int(0x1F)); u_xlati0 = u_xlati10 + u_xlati0; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat3.z = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlati10 = int(floatBitsToUint(u_xlat3.x) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.x = uintBitsToFloat(floatBitsToUint(u_xlat3.x) & 2147483647u); } u_xlati17 = int(floatBitsToUint(u_xlat3.x) & 15u); u_xlatb17 = u_xlati17!=int(invLevel); u_xlatb4 = floatBitsToInt(u_xlat15)!=floatBitsToInt(u_xlat3.x); u_xlatb17 = u_xlatb17 && u_xlatb4; if(u_xlatb17){ u_xlat3.x = u_xlat15; u_xlati15 = int(0xFFFFFFFFu); } else { u_xlati15 = int((u_xlati10!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati10 = int(floatBitsToUint(u_xlat3.y) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.y = uintBitsToFloat(floatBitsToUint(u_xlat3.y) & 2147483647u); u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.y) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb17 = floatBitsToInt(u_xlat2)!=floatBitsToInt(u_xlat3.y); u_xlatb10 = u_xlatb10 && u_xlatb17; if(u_xlatb10){ u_xlat3.y = u_xlat2; u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.z) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.z = uintBitsToFloat(floatBitsToUint(u_xlat3.z) & 2147483647u); u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.z) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb2 = floatBitsToInt(u_xlat5)!=floatBitsToInt(u_xlat3.z); u_xlatb10 = u_xlatb10 && u_xlatb2; if(u_xlatb10){ u_xlat3.z = u_xlat5; u_xlati15 = int(0xFFFFFFFFu); } if(u_xlati15 != 0) { _output_buf_buf[(u_xlati7 >> 2)] = floatBitsToUint(u_xlat3.x); _output_buf_buf[(u_xlati12 >> 2)] = floatBitsToUint(u_xlat3.y); _output_buf_buf[(u_xlati0 >> 2)] = floatBitsToUint(u_xlat3.z); u_xlat3.w = intBitsToFloat(int(0x7FFFFFFFu)); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat3); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable;#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; int u_xlati0; uvec4 u_xlatu1; float u_xlat2; ivec4 u_xlati2; uint u_xlatu2; bool u_xlatb2; vec4 u_xlat3; ivec4 u_xlati4; uvec2 u_xlatu4; ivec4 u_xlati5; uvec2 u_xlatu5; ivec4 u_xlati6; ivec4 u_xlati7; float u_xlat8; int u_xlati8; int u_xlati10; bvec2 u_xlatb10; int u_xlati16; uvec2 u_xlatu16; bool u_xlatb16; int u_xlati17; int u_xlati18; ivec2 u_xlati21; uvec2 u_xlatu21; float u_xlat24; int u_xlati24; bool u_xlatb24; int u_xlati25; uint u_xlatu25; bool u_xlatb25; int u_xlati26; uint u_xlatu26; bool u_xlatb26; int u_xlati28; bool u_xlatb28; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati8 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatu16.xy = u_xlatu1.xy >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu2 = width >> (1u & uint(0x1F)); u_xlati16 = int(u_xlatu16.y) * int(u_xlatu2) + int(u_xlatu16.x); u_xlati16 = u_xlati16 + int(bufferOffsetLevelAbove); u_xlati24 = u_xlati16 << (2 & int(0x1F)); u_xlat24 = uintBitsToFloat(_output_buf_buf[(u_xlati24 >> 2) + 0]); u_xlati2.x = u_xlati16 + u_xlati8; u_xlati2.x = u_xlati2.x << (2 & int(0x1F)); u_xlat2 = uintBitsToFloat(_output_buf_buf[(u_xlati2.x >> 2) + 0]); u_xlati8 = u_xlati8 << (1 & int(0x1F)); u_xlati8 = u_xlati16 + u_xlati8; u_xlati8 = u_xlati8 << (2 & int(0x1F)); u_xlat8 = uintBitsToFloat(_output_buf_buf[(u_xlati8 >> 2) + 0]); u_xlatb10.xy = greaterThanEqual(u_xlatu1.xyxx, uvec4(width, height, width, width)).xy; u_xlatb16 = u_xlatb10.y || u_xlatb10.x; if(u_xlatb16){ return; } u_xlati16 = int(u_xlatu1.y) * int(width) + int(u_xlatu1.x); u_xlati16 = u_xlati16 + int(bufferOffsetLevel); u_xlati10 = u_xlati16 << (2 & int(0x1F)); u_xlat3.x = uintBitsToFloat(_output_buf_buf[(u_xlati10 >> 2) + 0]); u_xlati18 = int(width) * int(height) + u_xlati16; u_xlati18 = u_xlati18 << (2 & int(0x1F)); u_xlat3.y = uintBitsToFloat(_output_buf_buf[(u_xlati18 >> 2) + 0]); u_xlati0 = u_xlati0 << (1 & int(0x1F)); u_xlati0 = u_xlati16 + u_xlati0; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat3.z = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlatu1.zw = uvec2(level); u_xlati4.xyz = ivec3(texelFetch(lookupTexture, ivec2(u_xlatu1.xy), int(u_xlatu1.w)).xyz); u_xlati16 = int(floatBitsToUint(u_xlat3.x) & 2147483648u); u_xlati17 = int((u_xlati16!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati16 != 0) { u_xlat3.x = uintBitsToFloat(floatBitsToUint(u_xlat3.x) & 2147483647u); } u_xlati16 = int(floatBitsToUint(u_xlat3.x) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu5.y = 0u; u_xlatu21.x = uint(0u); u_xlatu21.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb25 = u_xlatu21.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb25){break;} u_xlatu25 = u_xlatu21.y >> (2u & uint(0x1F)); u_xlatu26 = u_xlatu21.y & 3u; u_xlati28 = 0 - int(u_xlatu26); u_xlati6.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu26), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati7.y = int(uint(u_xlati28) & uint(u_xlati6.y)); u_xlati26 = int(u_xlatu26) + int(0xFFFFFFFDu); u_xlati7.z = (u_xlati6.y != 0) ? 0 : u_xlati26; u_xlati7.w = int((u_xlati6.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.x = u_xlati6.x; u_xlati6 = ivec4(uvec4(u_xlati7) & evictedTiles[int(u_xlatu25)]); u_xlati6.xy = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati25 = int(uint(u_xlati6.y) | uint(u_xlati6.x)); u_xlatb25 = u_xlati4.x==u_xlati25; if(u_xlatb25){ u_xlatu21.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu21.y + 1u; u_xlatu21.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb25; } if(u_xlati16 == 0) { u_xlatu21.x = 0u; } if(u_xlatu21.x != uint(0)) { u_xlat3.x = u_xlat24; u_xlati17 = int(0xFFFFFFFFu); } } else { u_xlatu5.y = 0u; u_xlatu21.x = uint(0u); u_xlatu21.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb25 = u_xlatu21.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb25){break;} u_xlatu25 = u_xlatu21.y >> (1u & uint(0x1F)); u_xlatu26 = uint(int(bitfieldInsert(0, int(u_xlatu21.y), 1 & int(0x1F), 1))); u_xlati6.x = int((u_xlatu26<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu25)].xz); u_xlati28 = int(uint(u_xlati6.y) | uint(u_xlati6.x)); u_xlatb28 = u_xlati4.x==u_xlati28; if(u_xlatb28){ u_xlati26 = int(u_xlatu26) + 1; u_xlatu26 = uint(u_xlati26) + 4294967295u; u_xlati6.x = int((u_xlatu26<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu25)].yw); u_xlatu21.x = uint(u_xlati6.y) | uint(u_xlati6.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu21.y + 1u; u_xlatu21.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb28; } if(u_xlati16 == 0) { u_xlatu21.x = 4294967295u; } u_xlatb16 = int(u_xlatu21.x)!=int(0xFFFFFFFFu); if(u_xlatb16){ u_xlati16 = int(u_xlatu21.x & 4294967280u); u_xlat3.x = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati17 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat24)!=floatBitsToInt(u_xlat3.x); if(u_xlatb16){ u_xlat3.x = u_xlat24; u_xlati17 = int(0xFFFFFFFFu); } } } u_xlati16 = int(floatBitsToUint(u_xlat3.y) & 2147483648u); if(u_xlati16 != 0) { u_xlat3.y = uintBitsToFloat(floatBitsToUint(u_xlat3.y) & 2147483647u); u_xlati17 = int(0xFFFFFFFFu); } u_xlati16 = int(floatBitsToUint(u_xlat3.y) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu5.y = 0u; u_xlatu16.x = uint(0u); u_xlatu16.y = uint(0u); u_xlati25 = 0; while(true){ u_xlatb26 = u_xlatu16.y>=numEvictedTiles; u_xlati25 = 0; if(u_xlatb26){break;} u_xlatu26 = u_xlatu16.y >> (2u & uint(0x1F)); u_xlatu4.x = u_xlatu16.y & 3u; u_xlati28 = 0 - int(u_xlatu4.x); u_xlati6.xyz = ivec3(uvec3(lessThan(u_xlatu4.xxxx, uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati7.y = int(uint(u_xlati28) & uint(u_xlati6.y)); u_xlati4.x = int(u_xlatu4.x) + int(0xFFFFFFFDu); u_xlati7.z = (u_xlati6.y != 0) ? 0 : u_xlati4.x; u_xlati7.w = int((u_xlati6.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.x = u_xlati6.x; u_xlati6 = ivec4(uvec4(u_xlati7) & evictedTiles[int(u_xlatu26)]); u_xlati4.xw = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati26 = int(uint(u_xlati4.w) | uint(u_xlati4.x)); u_xlatb26 = u_xlati4.y==u_xlati26; if(u_xlatb26){ u_xlatu16.x = 4294967295u; u_xlati25 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu16.y + 1u; u_xlatu16.xy = u_xlatu5.yx; u_xlatb25 = u_xlatb26; } if(u_xlati25 == 0) { u_xlatu16.x = 0u; } if(u_xlatu16.x != uint(0)) { u_xlat3.y = u_xlat2; u_xlati17 = int(0xFFFFFFFFu); } } else { u_xlatu5.y = 0u; u_xlatu16.x = uint(0u); u_xlatu16.y = uint(0u); u_xlati25 = 0; while(true){ u_xlatb26 = u_xlatu16.y>=numAddedTiles; u_xlati25 = 0; if(u_xlatb26){break;} u_xlatu26 = u_xlatu16.y >> (1u & uint(0x1F)); u_xlatu4.x = uint(int(bitfieldInsert(0, int(u_xlatu16.y), 1 & int(0x1F), 1))); u_xlati6.x = int((u_xlatu4.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati21.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu26)].xz); u_xlati28 = int(uint(u_xlati21.y) | uint(u_xlati21.x)); u_xlatb28 = u_xlati4.y==u_xlati28; if(u_xlatb28){ u_xlati4.x = int(u_xlatu4.x) + 1; u_xlatu4.x = uint(u_xlati4.x) + 4294967295u; u_xlati6.x = int((u_xlatu4.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati21.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu26)].yw); u_xlatu16.x = uint(u_xlati21.y) | uint(u_xlati21.x); u_xlati25 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu16.y + 1u; u_xlatu16.xy = u_xlatu5.yx; u_xlatb25 = u_xlatb28; } if(u_xlati25 == 0) { u_xlatu16.x = 4294967295u; } u_xlatb24 = int(u_xlatu16.x)!=int(0xFFFFFFFFu); if(u_xlatb24){ u_xlati16 = int(u_xlatu16.x & 4294967280u); u_xlat3.y = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati17 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat2)!=floatBitsToInt(u_xlat3.y); if(u_xlatb16){ u_xlat3.y = u_xlat2; u_xlati17 = int(0xFFFFFFFFu); } } } u_xlati16 = int(floatBitsToUint(u_xlat3.z) & 2147483648u); if(u_xlati16 != 0) { u_xlat3.z = uintBitsToFloat(floatBitsToUint(u_xlat3.z) & 2147483647u); u_xlati17 = int(0xFFFFFFFFu); } u_xlati16 = int(floatBitsToUint(u_xlat3.z) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu4.y = 0u; u_xlatu16.x = uint(0u); u_xlatu16.y = uint(0u); u_xlati25 = 0; while(true){ u_xlatb2 = u_xlatu16.y>=numEvictedTiles; u_xlati25 = 0; if(u_xlatb2){break;} u_xlatu2 = u_xlatu16.y >> (2u & uint(0x1F)); u_xlatu26 = u_xlatu16.y & 3u; u_xlati28 = 0 - int(u_xlatu26); u_xlati5.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu26), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati28) & uint(u_xlati5.y)); u_xlati26 = int(u_xlatu26) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati26; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu2)]); u_xlati2.xw = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati2.x = int(uint(u_xlati2.w) | uint(u_xlati2.x)); u_xlatb2 = u_xlati4.z==u_xlati2.x; if(u_xlatb2){ u_xlatu16.x = 4294967295u; u_xlati25 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu16.y + 1u; u_xlatu16.xy = u_xlatu4.yx; u_xlatb25 = u_xlatb2; } if(u_xlati25 == 0) { u_xlatu16.x = 0u; } if(u_xlatu16.x != uint(0)) { u_xlat3.z = u_xlat8; u_xlati17 = int(0xFFFFFFFFu); } } else { u_xlatu4.y = 0u; u_xlatu16.x = uint(0u); u_xlatu16.y = uint(0u); u_xlati25 = 0; while(true){ u_xlatb2 = u_xlatu16.y>=numAddedTiles; u_xlati25 = 0; if(u_xlatb2){break;} u_xlatu2 = u_xlatu16.y >> (1u & uint(0x1F)); u_xlatu26 = uint(int(bitfieldInsert(0, int(u_xlatu16.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu26<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu2)].xz); u_xlati28 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb28 = u_xlati4.z==u_xlati28; if(u_xlatb28){ u_xlati26 = int(u_xlatu26) + 1; u_xlatu26 = uint(u_xlati26) + 4294967295u; u_xlati5.x = int((u_xlatu26<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati2.xw = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu2)].yw); u_xlatu16.x = uint(u_xlati2.w) | uint(u_xlati2.x); u_xlati25 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu16.y + 1u; u_xlatu16.xy = u_xlatu4.yx; u_xlatb25 = u_xlatb28; } if(u_xlati25 == 0) { u_xlatu16.x = 4294967295u; } u_xlatb24 = int(u_xlatu16.x)!=int(0xFFFFFFFFu); if(u_xlatb24){ u_xlati16 = int(u_xlatu16.x & 4294967280u); u_xlat3.z = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati17 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat8)!=floatBitsToInt(u_xlat3.z); if(u_xlatb16){ u_xlat3.z = u_xlat8; u_xlati17 = int(0xFFFFFFFFu); } } } if(u_xlati17 != 0) { _output_buf_buf[(u_xlati10 >> 2)] = floatBitsToUint(u_xlat3.x); _output_buf_buf[(u_xlati18 >> 2)] = floatBitsToUint(u_xlat3.y); _output_buf_buf[(u_xlati0 >> 2)] = floatBitsToUint(u_xlat3.z); u_xlat3.w = intBitsToFloat(int(0x7FFFFFFFu)); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat3); } return; }  @MaincbTranslationTableData _output_buftranslationTable#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; ivec3 u_xlati1; bvec2 u_xlatb1; vec4 u_xlat2; int u_xlati3; bool u_xlatb3; int u_xlati5; bool u_xlatb5; bool u_xlatb7; int u_xlati13; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xwxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1.x = int(height) * int(width); u_xlati5 = int(u_xlatu0.w) * int(width) + int(u_xlatu0.x); u_xlati1.y = u_xlati5 + int(bufferOffsetLevel); u_xlati1.xz = u_xlati1.xy << (ivec2(1, 2) & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati1.z >> 2) + 0]); u_xlati13 = int(width) * int(height) + u_xlati1.y; u_xlati13 = u_xlati13 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati13 >> 2) + 0]); u_xlati1.x = u_xlati1.y + u_xlati1.x; u_xlati1.x = u_xlati1.x << (2 & int(0x1F)); u_xlat2.z = uintBitsToFloat(_output_buf_buf[(u_xlati1.x >> 2) + 0]); u_xlati5 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati3 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb3 = u_xlati3!=int(invLevel); u_xlatb7 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); u_xlatb3 = u_xlatb7 && u_xlatb3; if(u_xlatb3){ u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati3 = int(0xFFFFFFFFu); } else { u_xlati3 = int((u_xlati5!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati5 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati3 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb5 = u_xlati5!=int(invLevel); u_xlatb7 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); u_xlatb5 = u_xlatb5 && u_xlatb7; if(u_xlatb5){ u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati3 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.z) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.z = uintBitsToFloat(floatBitsToUint(u_xlat2.z) & 2147483647u); u_xlati3 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.z) & 15u); u_xlatb5 = u_xlati5!=int(invLevel); u_xlatb7 = floatBitsToInt(u_xlat2.z)!=int(0x7FFFFFFFu); u_xlatb5 = u_xlatb5 && u_xlatb7; if(u_xlatb5){ u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati3 = int(0xFFFFFFFFu); } if(u_xlati3 != 0) { _output_buf_buf[(u_xlati1.z >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati13 >> 2)] = floatBitsToUint(u_xlat2.y); _output_buf_buf[(u_xlati1.x >> 2)] = floatBitsToUint(u_xlat2.z); u_xlat2.w = intBitsToFloat(int(0x7FFFFFFFu)); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable~8#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; ivec3 u_xlati1; bvec2 u_xlatb1; vec4 u_xlat2; ivec3 u_xlati3; uvec4 u_xlatu3; uvec2 u_xlatu4; ivec4 u_xlati5; bool u_xlatb5; ivec4 u_xlati6; int u_xlati8; uint u_xlatu8; bool u_xlatb8; ivec3 u_xlati12; int u_xlati14; bool u_xlatb14; ivec2 u_xlati18; uvec2 u_xlatu18; bool u_xlatb18; int u_xlati21; int u_xlati22; int u_xlati24; uint u_xlatu24; int u_xlati25; bool u_xlatb25; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xyxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1.x = int(height) * int(width); u_xlati8 = int(u_xlatu0.y) * int(width) + int(u_xlatu0.x); u_xlati1.y = u_xlati8 + int(bufferOffsetLevel); u_xlati1.xz = u_xlati1.xy << (ivec2(1, 2) & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati1.z >> 2) + 0]); u_xlati22 = int(width) * int(height) + u_xlati1.y; u_xlati22 = u_xlati22 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati22 >> 2) + 0]); u_xlati1.x = u_xlati1.y + u_xlati1.x; u_xlati1.x = u_xlati1.x << (2 & int(0x1F)); u_xlat2.z = uintBitsToFloat(_output_buf_buf[(u_xlati1.x >> 2) + 0]); u_xlatu0.zw = uvec2(level); u_xlati3.xyz = ivec3(texelFetch(lookupTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w)).xyz); u_xlati14 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); u_xlati21 = int((u_xlati14!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati14 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati14 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb14 = u_xlati14==int(invLevel); if(u_xlatb14){ u_xlatu4.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu18.y>=numEvictedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu18.y >> (2u & uint(0x1F)); u_xlatu24 = u_xlatu18.y & 3u; u_xlati5.x = 0 - int(u_xlatu24); u_xlati12.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu24), uvec4(1u, 2u, 3u, 3u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati5.x) & uint(u_xlati12.y)); u_xlati24 = int(u_xlatu24) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati12.y != 0) ? 0 : u_xlati24; u_xlati6.w = int((u_xlati12.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati12.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu8)]); u_xlati5.xy = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati8 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb8 = u_xlati3.x==u_xlati8; if(u_xlatb8){ u_xlatu18.x = 4294967295u; u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu4.yx; u_xlatb14 = u_xlatb8; } if(u_xlati14 == 0) { u_xlatu18.x = 0u; } if(u_xlatu18.x != uint(0)) { u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati21 = int(0xFFFFFFFFu); } } else { u_xlatu4.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu18.y>=numAddedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu18.y >> (1u & uint(0x1F)); u_xlatu24 = uint(int(bitfieldInsert(0, int(u_xlatu18.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu24<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu8)].xz); u_xlati5.x = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb5 = u_xlati3.x==u_xlati5.x; if(u_xlatb5){ u_xlati24 = int(u_xlatu24) + 1; u_xlatu24 = uint(u_xlati24) + 4294967295u; u_xlati6.x = int((u_xlatu24<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati12.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu8)].yw); u_xlatu18.x = uint(u_xlati12.y) | uint(u_xlati12.x); u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu4.yx; u_xlatb14 = u_xlatb5; } if(u_xlati14 == 0) { u_xlatu18.x = 4294967295u; } u_xlatb14 = int(u_xlatu18.x)!=int(0xFFFFFFFFu); if(u_xlatb14){ u_xlati14 = int(u_xlatu18.x & 4294967280u); u_xlat2.x = uintBitsToFloat(uint(u_xlati14) | invLevel); u_xlati21 = int(0xFFFFFFFFu); } else { u_xlatb14 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); if(u_xlatb14){ u_xlati21 = int(0xFFFFFFFFu); } u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati14 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati14 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati21 = int(0xFFFFFFFFu); } u_xlati14 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb14 = u_xlati14==int(invLevel); if(u_xlatb14){ u_xlatu4.y = 0u; u_xlatu3.x = uint(0u); u_xlatu3.w = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu3.w>=numEvictedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu3.w >> (2u & uint(0x1F)); u_xlatu18.x = u_xlatu3.w & 3u; u_xlati25 = 0 - int(u_xlatu18.x); u_xlati5.xyz = ivec3(uvec3(lessThan(u_xlatu18.xxxx, uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati25) & uint(u_xlati5.y)); u_xlati18.x = int(u_xlatu18.x) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati18.x; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu8)]); u_xlati18.xy = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati8 = int(uint(u_xlati18.y) | uint(u_xlati18.x)); u_xlatb8 = u_xlati3.y==u_xlati8; if(u_xlatb8){ u_xlatu3.x = 4294967295u; u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu3.w + 1u; u_xlatu3.xw = u_xlatu4.yx; u_xlatb14 = u_xlatb8; } if(u_xlati14 == 0) { u_xlatu3.x = 0u; } if(u_xlatu3.x != uint(0)) { u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati21 = int(0xFFFFFFFFu); } } else { u_xlatu4.y = 0u; u_xlatu3.x = uint(0u); u_xlatu3.w = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu3.w>=numAddedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu3.w >> (1u & uint(0x1F)); u_xlatu18.x = uint(int(bitfieldInsert(0, int(u_xlatu3.w), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu18.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu8)].xz); u_xlati25 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb25 = u_xlati3.y==u_xlati25; if(u_xlatb25){ u_xlati18.x = int(u_xlatu18.x) + 1; u_xlatu18.x = uint(u_xlati18.x) + 4294967295u; u_xlati5.x = int((u_xlatu18.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu8)].yw); u_xlatu3.x = uint(u_xlati5.y) | uint(u_xlati5.x); u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu3.w + 1u; u_xlatu3.xw = u_xlatu4.yx; u_xlatb14 = u_xlatb25; } if(u_xlati14 == 0) { u_xlatu3.x = 4294967295u; } u_xlatb14 = int(u_xlatu3.x)!=int(0xFFFFFFFFu); if(u_xlatb14){ u_xlati14 = int(u_xlatu3.x & 4294967280u); u_xlat2.y = uintBitsToFloat(uint(u_xlati14) | invLevel); u_xlati21 = int(0xFFFFFFFFu); } else { u_xlatb14 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); if(u_xlatb14){ u_xlati21 = int(0xFFFFFFFFu); } u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati14 = int(floatBitsToUint(u_xlat2.z) & 2147483648u); if(u_xlati14 != 0) { u_xlat2.z = uintBitsToFloat(floatBitsToUint(u_xlat2.z) & 2147483647u); u_xlati21 = int(0xFFFFFFFFu); } u_xlati14 = int(floatBitsToUint(u_xlat2.z) & 15u); u_xlatb14 = u_xlati14==int(invLevel); if(u_xlatb14){ u_xlatu3.y = 0u; u_xlatu4.x = uint(0u); u_xlatu4.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu4.y>=numEvictedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu4.y >> (2u & uint(0x1F)); u_xlatu24 = u_xlatu4.y & 3u; u_xlati18.x = 0 - int(u_xlatu24); u_xlati5.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu24), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati18.x) & uint(u_xlati5.y)); u_xlati24 = int(u_xlatu24) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati24; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu8)]); u_xlati18.xy = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati8 = int(uint(u_xlati18.y) | uint(u_xlati18.x)); u_xlatb8 = u_xlati3.z==u_xlati8; if(u_xlatb8){ u_xlatu4.x = 4294967295u; u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu4.y + 1u; u_xlatu4.xy = u_xlatu3.yx; u_xlatb14 = u_xlatb8; } if(u_xlati14 == 0) { u_xlatu4.x = 0u; } if(u_xlatu4.x != uint(0)) { u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati21 = int(0xFFFFFFFFu); } } else { u_xlatu3.y = 0u; u_xlatu4.x = uint(0u); u_xlatu4.y = uint(0u); u_xlati14 = 0; while(true){ u_xlatb8 = u_xlatu4.y>=numAddedTiles; u_xlati14 = 0; if(u_xlatb8){break;} u_xlatu8 = u_xlatu4.y >> (1u & uint(0x1F)); u_xlatu24 = uint(int(bitfieldInsert(0, int(u_xlatu4.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu24<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati18.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu8)].xz); u_xlati18.x = int(uint(u_xlati18.y) | uint(u_xlati18.x)); u_xlatb18 = u_xlati3.z==u_xlati18.x; if(u_xlatb18){ u_xlati24 = int(u_xlatu24) + 1; u_xlatu24 = uint(u_xlati24) + 4294967295u; u_xlati5.x = int((u_xlatu24<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu8)].yw); u_xlatu4.x = uint(u_xlati5.y) | uint(u_xlati5.x); u_xlati14 = int(0xFFFFFFFFu); break; } u_xlatu3.x = u_xlatu4.y + 1u; u_xlatu4.xy = u_xlatu3.yx; u_xlatb14 = u_xlatb18; } if(u_xlati14 == 0) { u_xlatu4.x = 4294967295u; } u_xlatb14 = int(u_xlatu4.x)!=int(0xFFFFFFFFu); if(u_xlatb14){ u_xlati14 = int(u_xlatu4.x & 4294967280u); u_xlat2.z = uintBitsToFloat(uint(u_xlati14) | invLevel); u_xlati21 = int(0xFFFFFFFFu); } else { u_xlatb14 = floatBitsToInt(u_xlat2.z)!=int(0x7FFFFFFFu); if(u_xlatb14){ u_xlati21 = int(0xFFFFFFFFu); } u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); } } if(u_xlati21 != 0) { _output_buf_buf[(u_xlati1.z >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati22 >> 2)] = floatBitsToUint(u_xlat2.y); _output_buf_buf[(u_xlati1.x >> 2)] = floatBitsToUint(u_xlat2.z); u_xlat2.w = intBitsToFloat(int(0x7FFFFFFFu)); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2); } return; }  @MaincbTranslationTableData _output_buftranslationTable#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; int u_xlati0; uvec4 u_xlatu1; float u_xlat2; int u_xlati2; uint u_xlatu2; bool u_xlatb2; vec4 u_xlat3; int u_xlati4; float u_xlat5; int u_xlati5; float u_xlat7; int u_xlati7; int u_xlati9; bool u_xlatb9; int u_xlati10; uvec2 u_xlatu10; bool u_xlatb10; int u_xlati12; bvec2 u_xlatb12; bool u_xlatb14; float u_xlat15; int u_xlati15; int u_xlati17; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati5 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatu10.xy = u_xlatu1.xw >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu2 = width >> (1u & uint(0x1F)); u_xlati10 = int(u_xlatu10.y) * int(u_xlatu2) + int(u_xlatu10.x); u_xlati10 = u_xlati10 + int(bufferOffsetLevelAbove); u_xlati15 = u_xlati10 << (2 & int(0x1F)); u_xlat15 = uintBitsToFloat(_output_buf_buf[(u_xlati15 >> 2) + 0]); u_xlati2 = u_xlati10 + u_xlati5; u_xlati2 = u_xlati2 << (2 & int(0x1F)); u_xlat2 = uintBitsToFloat(_output_buf_buf[(u_xlati2 >> 2) + 0]); u_xlati7 = u_xlati5 << (1 & int(0x1F)); u_xlati7 = u_xlati10 + u_xlati7; u_xlati7 = u_xlati7 << (2 & int(0x1F)); u_xlat7 = uintBitsToFloat(_output_buf_buf[(u_xlati7 >> 2) + 0]); u_xlati5 = u_xlati5 * 3 + u_xlati10; u_xlati5 = u_xlati5 << (2 & int(0x1F)); u_xlat5 = uintBitsToFloat(_output_buf_buf[(u_xlati5 >> 2) + 0]); u_xlatb12.xy = greaterThanEqual(u_xlatu1.xwxw, uvec4(width, height, width, height)).xy; u_xlatb10 = u_xlatb12.y || u_xlatb12.x; if(u_xlatb10){ return; } u_xlati10 = int(u_xlatu1.w) * int(width) + int(u_xlatu1.x); u_xlati10 = u_xlati10 + int(bufferOffsetLevel); u_xlati12 = u_xlati10 << (2 & int(0x1F)); u_xlat3.x = uintBitsToFloat(_output_buf_buf[(u_xlati12 >> 2) + 0]); u_xlati17 = int(width) * int(height) + u_xlati10; u_xlati17 = u_xlati17 << (2 & int(0x1F)); u_xlat3.y = uintBitsToFloat(_output_buf_buf[(u_xlati17 >> 2) + 0]); u_xlati4 = u_xlati0 << (1 & int(0x1F)); u_xlati4 = u_xlati10 + u_xlati4; u_xlati4 = u_xlati4 << (2 & int(0x1F)); u_xlat3.z = uintBitsToFloat(_output_buf_buf[(u_xlati4 >> 2) + 0]); u_xlati0 = u_xlati0 * 3 + u_xlati10; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat3.w = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlati10 = int(floatBitsToUint(u_xlat3.x) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.x = uintBitsToFloat(floatBitsToUint(u_xlat3.x) & 2147483647u); } u_xlati9 = int(floatBitsToUint(u_xlat3.x) & 15u); u_xlatb9 = u_xlati9!=int(invLevel); u_xlatb14 = floatBitsToInt(u_xlat15)!=floatBitsToInt(u_xlat3.x); u_xlatb9 = u_xlatb14 && u_xlatb9; if(u_xlatb9){ u_xlat3.x = u_xlat15; u_xlati15 = int(0xFFFFFFFFu); } else { u_xlati15 = int((u_xlati10!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati10 = int(floatBitsToUint(u_xlat3.y) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.y = uintBitsToFloat(floatBitsToUint(u_xlat3.y) & 2147483647u); u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.y) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb9 = floatBitsToInt(u_xlat2)!=floatBitsToInt(u_xlat3.y); u_xlatb10 = u_xlatb10 && u_xlatb9; if(u_xlatb10){ u_xlat3.y = u_xlat2; u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.z) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.z = uintBitsToFloat(floatBitsToUint(u_xlat3.z) & 2147483647u); u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.z) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb2 = floatBitsToInt(u_xlat7)!=floatBitsToInt(u_xlat3.z); u_xlatb10 = u_xlatb10 && u_xlatb2; if(u_xlatb10){ u_xlat3.z = u_xlat7; u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.w) & 2147483648u); if(u_xlati10 != 0) { u_xlat3.w = uintBitsToFloat(floatBitsToUint(u_xlat3.w) & 2147483647u); u_xlati15 = int(0xFFFFFFFFu); } u_xlati10 = int(floatBitsToUint(u_xlat3.w) & 15u); u_xlatb10 = u_xlati10!=int(invLevel); u_xlatb2 = floatBitsToInt(u_xlat5)!=floatBitsToInt(u_xlat3.w); u_xlatb10 = u_xlatb10 && u_xlatb2; if(u_xlatb10){ u_xlat3.w = u_xlat5; u_xlati15 = int(0xFFFFFFFFu); } if(u_xlati15 != 0) { _output_buf_buf[(u_xlati12 >> 2)] = floatBitsToUint(u_xlat3.x); _output_buf_buf[(u_xlati17 >> 2)] = floatBitsToUint(u_xlat3.y); _output_buf_buf[(u_xlati4 >> 2)] = floatBitsToUint(u_xlat3.z); _output_buf_buf[(u_xlati0 >> 2)] = floatBitsToUint(u_xlat3.w); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat3); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTableL#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; int u_xlati0; uvec4 u_xlatu1; float u_xlat2; int u_xlati2; uvec2 u_xlatu2; bool u_xlatb2; vec4 u_xlat3; int u_xlati4; ivec4 u_xlati5; uvec2 u_xlatu5; ivec4 u_xlati6; uvec2 u_xlatu6; ivec4 u_xlati7; ivec4 u_xlati8; float u_xlat9; int u_xlati9; float u_xlat11; int u_xlati11; ivec3 u_xlati13; uvec2 u_xlatu13; bool u_xlatb13; int u_xlati18; uvec2 u_xlatu18; bool u_xlatb18; int u_xlati19; int u_xlati20; bvec2 u_xlatb20; ivec2 u_xlati22; uint u_xlatu22; bool u_xlatb22; ivec2 u_xlati24; bool u_xlatb24; float u_xlat27; int u_xlati27; bool u_xlatb27; int u_xlati28; uint u_xlatu28; bool u_xlatb28; int u_xlati29; int u_xlati31; uint u_xlatu31; bool u_xlatb31; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlati0 = int(height) * int(width); u_xlati9 = u_xlati0 >> (2 & int(0x1F)); u_xlatu1.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatu18.xy = u_xlatu1.xy >> (uvec2(1u, 1u) & uint(0x1F)); u_xlatu2.x = width >> (1u & uint(0x1F)); u_xlati18 = int(u_xlatu18.y) * int(u_xlatu2.x) + int(u_xlatu18.x); u_xlati18 = u_xlati18 + int(bufferOffsetLevelAbove); u_xlati27 = u_xlati18 << (2 & int(0x1F)); u_xlat27 = uintBitsToFloat(_output_buf_buf[(u_xlati27 >> 2) + 0]); u_xlati2 = u_xlati18 + u_xlati9; u_xlati2 = u_xlati2 << (2 & int(0x1F)); u_xlat2 = uintBitsToFloat(_output_buf_buf[(u_xlati2 >> 2) + 0]); u_xlati11 = u_xlati9 << (1 & int(0x1F)); u_xlati11 = u_xlati18 + u_xlati11; u_xlati11 = u_xlati11 << (2 & int(0x1F)); u_xlat11 = uintBitsToFloat(_output_buf_buf[(u_xlati11 >> 2) + 0]); u_xlati9 = u_xlati9 * 3 + u_xlati18; u_xlati9 = u_xlati9 << (2 & int(0x1F)); u_xlat9 = uintBitsToFloat(_output_buf_buf[(u_xlati9 >> 2) + 0]); u_xlatb20.xy = greaterThanEqual(u_xlatu1.xyxy, uvec4(width, height, width, height)).xy; u_xlatb18 = u_xlatb20.y || u_xlatb20.x; if(u_xlatb18){ return; } u_xlati18 = int(u_xlatu1.y) * int(width) + int(u_xlatu1.x); u_xlati18 = u_xlati18 + int(bufferOffsetLevel); u_xlati20 = u_xlati18 << (2 & int(0x1F)); u_xlat3.x = uintBitsToFloat(_output_buf_buf[(u_xlati20 >> 2) + 0]); u_xlati29 = int(width) * int(height) + u_xlati18; u_xlati29 = u_xlati29 << (2 & int(0x1F)); u_xlat3.y = uintBitsToFloat(_output_buf_buf[(u_xlati29 >> 2) + 0]); u_xlati4 = u_xlati0 << (1 & int(0x1F)); u_xlati4 = u_xlati18 + u_xlati4; u_xlati4 = u_xlati4 << (2 & int(0x1F)); u_xlat3.z = uintBitsToFloat(_output_buf_buf[(u_xlati4 >> 2) + 0]); u_xlati0 = u_xlati0 * 3 + u_xlati18; u_xlati0 = u_xlati0 << (2 & int(0x1F)); u_xlat3.w = uintBitsToFloat(_output_buf_buf[(u_xlati0 >> 2) + 0]); u_xlatu1.zw = uvec2(level); u_xlati5 = ivec4(texelFetch(lookupTexture, ivec2(u_xlatu1.xy), int(u_xlatu1.w))); u_xlati18 = int(floatBitsToUint(u_xlat3.x) & 2147483648u); u_xlati19 = int((u_xlati18!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati18 != 0) { u_xlat3.x = uintBitsToFloat(floatBitsToUint(u_xlat3.x) & 2147483647u); } u_xlati18 = int(floatBitsToUint(u_xlat3.x) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu6.y = 0u; u_xlatu13.x = uint(0u); u_xlatu13.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb28 = u_xlatu13.y>=numEvictedTiles; u_xlati18 = 0; if(u_xlatb28){break;} u_xlatu28 = u_xlatu13.y >> (2u & uint(0x1F)); u_xlatu31 = u_xlatu13.y & 3u; u_xlati24.x = 0 - int(u_xlatu31); u_xlati7.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu31), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati8.y = int(uint(u_xlati24.x) & uint(u_xlati7.y)); u_xlati31 = int(u_xlatu31) + int(0xFFFFFFFDu); u_xlati8.z = (u_xlati7.y != 0) ? 0 : u_xlati31; u_xlati8.w = int((u_xlati7.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati8.x = u_xlati7.x; u_xlati7 = ivec4(uvec4(u_xlati8) & evictedTiles[int(u_xlatu28)]); u_xlati24.xy = ivec2(uvec2(u_xlati7.yw) | uvec2(u_xlati7.xz)); u_xlati28 = int(uint(u_xlati24.y) | uint(u_xlati24.x)); u_xlatb28 = u_xlati5.x==u_xlati28; if(u_xlatb28){ u_xlatu13.x = 4294967295u; u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu6.x = u_xlatu13.y + 1u; u_xlatu13.xy = u_xlatu6.yx; u_xlatb18 = u_xlatb28; } if(u_xlati18 == 0) { u_xlatu13.x = 0u; } if(u_xlatu13.x != uint(0)) { u_xlat3.x = u_xlat27; u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu6.y = 0u; u_xlatu13.x = uint(0u); u_xlatu13.y = uint(0u); u_xlati18 = 0; while(true){ u_xlatb28 = u_xlatu13.y>=numAddedTiles; u_xlati18 = 0; if(u_xlatb28){break;} u_xlatu28 = u_xlatu13.y >> (1u & uint(0x1F)); u_xlatu31 = uint(int(bitfieldInsert(0, int(u_xlatu13.y), 1 & int(0x1F), 1))); u_xlati7.x = int((u_xlatu31<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati7.y = int((u_xlati7.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati24.xy = ivec2(uvec2(u_xlati7.xy) & addedTiles[int(u_xlatu28)].xz); u_xlati24.x = int(uint(u_xlati24.y) | uint(u_xlati24.x)); u_xlatb24 = u_xlati5.x==u_xlati24.x; if(u_xlatb24){ u_xlati31 = int(u_xlatu31) + 1; u_xlatu31 = uint(u_xlati31) + 4294967295u; u_xlati7.x = int((u_xlatu31<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati7.y = int((u_xlati7.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.xy = ivec2(uvec2(u_xlati7.xy) & addedTiles[int(u_xlatu28)].yw); u_xlatu13.x = uint(u_xlati7.y) | uint(u_xlati7.x); u_xlati18 = int(0xFFFFFFFFu); break; } u_xlatu6.x = u_xlatu13.y + 1u; u_xlatu13.xy = u_xlatu6.yx; u_xlatb18 = u_xlatb24; } if(u_xlati18 == 0) { u_xlatu13.x = 4294967295u; } u_xlatb18 = int(u_xlatu13.x)!=int(0xFFFFFFFFu); if(u_xlatb18){ u_xlati18 = int(u_xlatu13.x & 4294967280u); u_xlat3.x = uintBitsToFloat(uint(u_xlati18) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb18 = floatBitsToInt(u_xlat27)!=floatBitsToInt(u_xlat3.x); if(u_xlatb18){ u_xlat3.x = u_xlat27; u_xlati19 = int(0xFFFFFFFFu); } } } u_xlati18 = int(floatBitsToUint(u_xlat3.y) & 2147483648u); if(u_xlati18 != 0) { u_xlat3.y = uintBitsToFloat(floatBitsToUint(u_xlat3.y) & 2147483647u); u_xlati19 = int(0xFFFFFFFFu); } u_xlati18 = int(floatBitsToUint(u_xlat3.y) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu6.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb13 = u_xlatu18.y>=numEvictedTiles; u_xlati28 = 0; if(u_xlatb13){break;} u_xlatu13.x = u_xlatu18.y >> (2u & uint(0x1F)); u_xlatu22 = u_xlatu18.y & 3u; u_xlati31 = 0 - int(u_xlatu22); u_xlati7.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu22), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati8.y = int(uint(u_xlati31) & uint(u_xlati7.y)); u_xlati22.x = int(u_xlatu22) + int(0xFFFFFFFDu); u_xlati8.z = (u_xlati7.y != 0) ? 0 : u_xlati22.x; u_xlati8.w = int((u_xlati7.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati8.x = u_xlati7.x; u_xlati7 = ivec4(uvec4(u_xlati8) & evictedTiles[int(u_xlatu13.x)]); u_xlati13.xy = ivec2(uvec2(u_xlati7.yw) | uvec2(u_xlati7.xz)); u_xlati13.x = int(uint(u_xlati13.y) | uint(u_xlati13.x)); u_xlatb13 = u_xlati5.y==u_xlati13.x; if(u_xlatb13){ u_xlatu18.x = 4294967295u; u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu6.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu6.yx; u_xlatb28 = u_xlatb13; } if(u_xlati28 == 0) { u_xlatu18.x = 0u; } if(u_xlatu18.x != uint(0)) { u_xlat3.y = u_xlat2; u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu6.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb13 = u_xlatu18.y>=numAddedTiles; u_xlati28 = 0; if(u_xlatb13){break;} u_xlatu13.x = u_xlatu18.y >> (1u & uint(0x1F)); u_xlatu22 = uint(int(bitfieldInsert(0, int(u_xlatu18.y), 1 & int(0x1F), 1))); u_xlati7.x = int((u_xlatu22<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati7.y = int((u_xlati7.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati24.xy = ivec2(uvec2(u_xlati7.xy) & addedTiles[int(u_xlatu13.x)].xz); u_xlati31 = int(uint(u_xlati24.y) | uint(u_xlati24.x)); u_xlatb31 = u_xlati5.y==u_xlati31; if(u_xlatb31){ u_xlati22.x = int(u_xlatu22) + 1; u_xlatu22 = uint(u_xlati22.x) + 4294967295u; u_xlati7.x = int((u_xlatu22<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati7.y = int((u_xlati7.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati13.xy = ivec2(uvec2(u_xlati7.xy) & addedTiles[int(u_xlatu13.x)].yw); u_xlatu18.x = uint(u_xlati13.y) | uint(u_xlati13.x); u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu6.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu6.yx; u_xlatb28 = u_xlatb31; } if(u_xlati28 == 0) { u_xlatu18.x = 4294967295u; } u_xlatb27 = int(u_xlatu18.x)!=int(0xFFFFFFFFu); if(u_xlatb27){ u_xlati18 = int(u_xlatu18.x & 4294967280u); u_xlat3.y = uintBitsToFloat(uint(u_xlati18) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb18 = floatBitsToInt(u_xlat2)!=floatBitsToInt(u_xlat3.y); if(u_xlatb18){ u_xlat3.y = u_xlat2; u_xlati19 = int(0xFFFFFFFFu); } } } u_xlati18 = int(floatBitsToUint(u_xlat3.z) & 2147483648u); if(u_xlati18 != 0) { u_xlat3.z = uintBitsToFloat(floatBitsToUint(u_xlat3.z) & 2147483647u); u_xlati19 = int(0xFFFFFFFFu); } u_xlati18 = int(floatBitsToUint(u_xlat3.z) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu5.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb2 = u_xlatu18.y>=numEvictedTiles; u_xlati28 = 0; if(u_xlatb2){break;} u_xlatu2.x = u_xlatu18.y >> (2u & uint(0x1F)); u_xlatu13.x = u_xlatu18.y & 3u; u_xlati22.x = 0 - int(u_xlatu13.x); u_xlati6.xyz = ivec3(uvec3(lessThan(u_xlatu13.xxxx, uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati7.y = int(uint(u_xlati22.x) & uint(u_xlati6.y)); u_xlati13.x = int(u_xlatu13.x) + int(0xFFFFFFFDu); u_xlati7.z = (u_xlati6.y != 0) ? 0 : u_xlati13.x; u_xlati7.w = int((u_xlati6.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.x = u_xlati6.x; u_xlati6 = ivec4(uvec4(u_xlati7) & evictedTiles[int(u_xlatu2.x)]); u_xlati13.xy = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati2 = int(uint(u_xlati13.y) | uint(u_xlati13.x)); u_xlatb2 = u_xlati5.z==u_xlati2; if(u_xlatb2){ u_xlatu18.x = 4294967295u; u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu5.yx; u_xlatb28 = u_xlatb2; } if(u_xlati28 == 0) { u_xlatu18.x = 0u; } if(u_xlatu18.x != uint(0)) { u_xlat3.z = u_xlat11; u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu5.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb2 = u_xlatu18.y>=numAddedTiles; u_xlati28 = 0; if(u_xlatb2){break;} u_xlatu2.x = u_xlatu18.y >> (1u & uint(0x1F)); u_xlatu13.x = uint(int(bitfieldInsert(0, int(u_xlatu18.y), 1 & int(0x1F), 1))); u_xlati6.x = int((u_xlatu13.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati22.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu2.x)].xz); u_xlati22.x = int(uint(u_xlati22.y) | uint(u_xlati22.x)); u_xlatb22 = u_xlati5.z==u_xlati22.x; if(u_xlatb22){ u_xlati13.x = int(u_xlatu13.x) + 1; u_xlatu13.x = uint(u_xlati13.x) + 4294967295u; u_xlati6.x = int((u_xlatu13.x<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati13.xz = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu2.x)].yw); u_xlatu18.x = uint(u_xlati13.z) | uint(u_xlati13.x); u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu5.yx; u_xlatb28 = u_xlatb22; } if(u_xlati28 == 0) { u_xlatu18.x = 4294967295u; } u_xlatb27 = int(u_xlatu18.x)!=int(0xFFFFFFFFu); if(u_xlatb27){ u_xlati18 = int(u_xlatu18.x & 4294967280u); u_xlat3.z = uintBitsToFloat(uint(u_xlati18) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb18 = floatBitsToInt(u_xlat11)!=floatBitsToInt(u_xlat3.z); if(u_xlatb18){ u_xlat3.z = u_xlat11; u_xlati19 = int(0xFFFFFFFFu); } } } u_xlati18 = int(floatBitsToUint(u_xlat3.w) & 2147483648u); if(u_xlati18 != 0) { u_xlat3.w = uintBitsToFloat(floatBitsToUint(u_xlat3.w) & 2147483647u); u_xlati19 = int(0xFFFFFFFFu); } u_xlati18 = int(floatBitsToUint(u_xlat3.w) & 15u); u_xlatb18 = u_xlati18==int(invLevel); if(u_xlatb18){ u_xlatu2.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb13 = u_xlatu18.y>=numEvictedTiles; u_xlati28 = 0; if(u_xlatb13){break;} u_xlatu13.x = u_xlatu18.y >> (2u & uint(0x1F)); u_xlatu22 = u_xlatu18.y & 3u; u_xlati31 = 0 - int(u_xlatu22); u_xlati5.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu22), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati31) & uint(u_xlati5.y)); u_xlati22.x = int(u_xlatu22) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati22.x; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati6 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu13.x)]); u_xlati13.xy = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati13.x = int(uint(u_xlati13.y) | uint(u_xlati13.x)); u_xlatb13 = u_xlati5.w==u_xlati13.x; if(u_xlatb13){ u_xlatu18.x = 4294967295u; u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu2.yx; u_xlatb28 = u_xlatb13; } if(u_xlati28 == 0) { u_xlatu18.x = 0u; } if(u_xlatu18.x != uint(0)) { u_xlat3.w = u_xlat9; u_xlati19 = int(0xFFFFFFFFu); } } else { u_xlatu2.y = 0u; u_xlatu18.x = uint(0u); u_xlatu18.y = uint(0u); u_xlati28 = 0; while(true){ u_xlatb13 = u_xlatu18.y>=numAddedTiles; u_xlati28 = 0; if(u_xlatb13){break;} u_xlatu13.x = u_xlatu18.y >> (1u & uint(0x1F)); u_xlatu22 = uint(int(bitfieldInsert(0, int(u_xlatu18.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu22<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu13.x)].xz); u_xlati31 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb31 = u_xlati5.w==u_xlati31; if(u_xlatb31){ u_xlati22.x = int(u_xlatu22) + 1; u_xlatu22 = uint(u_xlati22.x) + 4294967295u; u_xlati5.x = int((u_xlatu22<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati13.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu13.x)].yw); u_xlatu18.x = uint(u_xlati13.y) | uint(u_xlati13.x); u_xlati28 = int(0xFFFFFFFFu); break; } u_xlatu2.x = u_xlatu18.y + 1u; u_xlatu18.xy = u_xlatu2.yx; u_xlatb28 = u_xlatb31; } if(u_xlati28 == 0) { u_xlatu18.x = 4294967295u; } u_xlatb27 = int(u_xlatu18.x)!=int(0xFFFFFFFFu); if(u_xlatb27){ u_xlati18 = int(u_xlatu18.x & 4294967280u); u_xlat3.w = uintBitsToFloat(uint(u_xlati18) | invLevel); u_xlati19 = int(0xFFFFFFFFu); } else { u_xlatb18 = floatBitsToInt(u_xlat9)!=floatBitsToInt(u_xlat3.w); if(u_xlatb18){ u_xlat3.w = u_xlat9; u_xlati19 = int(0xFFFFFFFFu); } } } if(u_xlati19 != 0) { _output_buf_buf[(u_xlati20 >> 2)] = floatBitsToUint(u_xlat3.x); _output_buf_buf[(u_xlati29 >> 2)] = floatBitsToUint(u_xlat3.y); _output_buf_buf[(u_xlati4 >> 2)] = floatBitsToUint(u_xlat3.z); _output_buf_buf[(u_xlati0 >> 2)] = floatBitsToUint(u_xlat3.w); imageStore(translationTable, ivec2(u_xlatu1.xy), u_xlat3); } return; }  @MaincbTranslationTableData _output_buftranslationTable#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; vec4 u_xlat2; int u_xlati3; int u_xlati5; bool u_xlatb5; int u_xlati7; bool u_xlatb7; int u_xlati9; bool u_xlatb11; int u_xlati13; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0 = gl_WorkGroupID.xyyy * uvec4(32u, 32u, 32u, 32u) + gl_LocalInvocationID.xyyy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xwxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(height) * int(width); u_xlati5 = int(u_xlatu0.w) * int(width) + int(u_xlatu0.x); u_xlati5 = u_xlati5 + int(bufferOffsetLevel); u_xlati9 = u_xlati5 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati9 >> 2) + 0]); u_xlati13 = int(width) * int(height) + u_xlati5; u_xlati13 = u_xlati13 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati13 >> 2) + 0]); u_xlati3 = u_xlati1 << (1 & int(0x1F)); u_xlati3 = u_xlati5 + u_xlati3; u_xlati3 = u_xlati3 << (2 & int(0x1F)); u_xlat2.z = uintBitsToFloat(_output_buf_buf[(u_xlati3 >> 2) + 0]); u_xlati1 = u_xlati1 * 3 + u_xlati5; u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat2.w = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlati5 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati7 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb7 = u_xlati7!=int(invLevel); u_xlatb11 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); u_xlatb7 = u_xlatb11 && u_xlatb7; if(u_xlatb7){ u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati7 = int(0xFFFFFFFFu); } else { u_xlati7 = int((u_xlati5!=0) ? 0xFFFFFFFFu : uint(0)); } u_xlati5 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati7 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb5 = u_xlati5!=int(invLevel); u_xlatb11 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); u_xlatb5 = u_xlatb5 && u_xlatb11; if(u_xlatb5){ u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati7 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.z) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.z = uintBitsToFloat(floatBitsToUint(u_xlat2.z) & 2147483647u); u_xlati7 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.z) & 15u); u_xlatb5 = u_xlati5!=int(invLevel); u_xlatb11 = floatBitsToInt(u_xlat2.z)!=int(0x7FFFFFFFu); u_xlatb5 = u_xlatb5 && u_xlatb11; if(u_xlatb5){ u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati7 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.w) & 2147483648u); if(u_xlati5 != 0) { u_xlat2.w = uintBitsToFloat(floatBitsToUint(u_xlat2.w) & 2147483647u); u_xlati7 = int(0xFFFFFFFFu); } u_xlati5 = int(floatBitsToUint(u_xlat2.w) & 15u); u_xlatb5 = u_xlati5!=int(invLevel); u_xlatb11 = floatBitsToInt(u_xlat2.w)!=int(0x7FFFFFFFu); u_xlatb5 = u_xlatb5 && u_xlatb11; if(u_xlatb5){ u_xlat2.w = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati7 = int(0xFFFFFFFFu); } if(u_xlati7 != 0) { _output_buf_buf[(u_xlati9 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati13 >> 2)] = floatBitsToUint(u_xlat2.y); _output_buf_buf[(u_xlati3 >> 2)] = floatBitsToUint(u_xlat2.z); _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat2.w); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2); } return; }  @MaincbTranslationTableData lookupTexture lookupTexture _output_buftranslationTable|H#version 430 #extension GL_ARB_shading_language_420pack : require #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 precise vec4 u_xlat_precise_vec4; precise ivec4 u_xlat_precise_ivec4; precise bvec4 u_xlat_precise_bvec4; precise uvec4 u_xlat_precise_uvec4; UNITY_BINDING(0) uniform cbTranslationTableData { uint level; uint invLevel; uint width; uint height; uint bufferOffsetLevel; uint bufferOffsetLevelAbove; uint numEvictedTiles; uint numAddedTiles; uvec4 addedTiles[32]; uvec4 evictedTiles[16]; }; UNITY_LOCATION(0) uniform usampler2D lookupTexture; layout(std430, binding = 0) buffer _output_buf { uint _output_buf_buf[]; }; writeonly layout(binding=1) uniform image2D translationTable; uvec4 u_xlatu0; int u_xlati1; bvec2 u_xlatb1; vec4 u_xlat2; int u_xlati3; ivec4 u_xlati4; uvec2 u_xlatu4; bool u_xlatb4; ivec4 u_xlati5; uvec2 u_xlatu5; bool u_xlatb5; ivec4 u_xlati6; ivec4 u_xlati7; int u_xlati9; uint u_xlatu9; bool u_xlatb9; uvec2 u_xlatu11; ivec3 u_xlati13; int u_xlati16; bool u_xlatb16; int u_xlati17; int u_xlati20; bool u_xlatb20; ivec2 u_xlati21; bool u_xlatb21; int u_xlati24; int u_xlati25; int u_xlati27; uint u_xlatu27; layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; void main() { u_xlatu0.xy = gl_WorkGroupID.xy * uvec2(32u, 32u) + gl_LocalInvocationID.xy; u_xlatb1.xy = greaterThanEqual(u_xlatu0.xyxx, uvec4(width, height, width, width)).xy; u_xlatb1.x = u_xlatb1.y || u_xlatb1.x; if(u_xlatb1.x){ return; } u_xlati1 = int(height) * int(width); u_xlati9 = int(u_xlatu0.y) * int(width) + int(u_xlatu0.x); u_xlati9 = u_xlati9 + int(bufferOffsetLevel); u_xlati17 = u_xlati9 << (2 & int(0x1F)); u_xlat2.x = uintBitsToFloat(_output_buf_buf[(u_xlati17 >> 2) + 0]); u_xlati25 = int(width) * int(height) + u_xlati9; u_xlati25 = u_xlati25 << (2 & int(0x1F)); u_xlat2.y = uintBitsToFloat(_output_buf_buf[(u_xlati25 >> 2) + 0]); u_xlati3 = u_xlati1 << (1 & int(0x1F)); u_xlati3 = u_xlati9 + u_xlati3; u_xlati3 = u_xlati3 << (2 & int(0x1F)); u_xlat2.z = uintBitsToFloat(_output_buf_buf[(u_xlati3 >> 2) + 0]); u_xlati1 = u_xlati1 * 3 + u_xlati9; u_xlati1 = u_xlati1 << (2 & int(0x1F)); u_xlat2.w = uintBitsToFloat(_output_buf_buf[(u_xlati1 >> 2) + 0]); u_xlatu0.zw = uvec2(level); u_xlati4 = ivec4(texelFetch(lookupTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w))); u_xlati16 = int(floatBitsToUint(u_xlat2.x) & 2147483648u); u_xlati24 = int((u_xlati16!=0) ? 0xFFFFFFFFu : uint(0)); if(u_xlati16 != 0) { u_xlat2.x = uintBitsToFloat(floatBitsToUint(u_xlat2.x) & 2147483647u); } u_xlati16 = int(floatBitsToUint(u_xlat2.x) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu5.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (2u & uint(0x1F)); u_xlatu27 = u_xlatu11.y & 3u; u_xlati21.x = 0 - int(u_xlatu27); u_xlati6.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu27), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati7.y = int(uint(u_xlati21.x) & uint(u_xlati6.y)); u_xlati27 = int(u_xlatu27) + int(0xFFFFFFFDu); u_xlati7.z = (u_xlati6.y != 0) ? 0 : u_xlati27; u_xlati7.w = int((u_xlati6.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.x = u_xlati6.x; u_xlati6 = ivec4(uvec4(u_xlati7) & evictedTiles[int(u_xlatu9)]); u_xlati21.xy = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati9 = int(uint(u_xlati21.y) | uint(u_xlati21.x)); u_xlatb9 = u_xlati4.x==u_xlati9; if(u_xlatb9){ u_xlatu11.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb9; } if(u_xlati16 == 0) { u_xlatu11.x = 0u; } if(u_xlatu11.x != uint(0)) { u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati24 = int(0xFFFFFFFFu); } } else { u_xlatu5.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (1u & uint(0x1F)); u_xlatu27 = uint(int(bitfieldInsert(0, int(u_xlatu11.y), 1 & int(0x1F), 1))); u_xlati6.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati21.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu9)].xz); u_xlati21.x = int(uint(u_xlati21.y) | uint(u_xlati21.x)); u_xlatb21 = u_xlati4.x==u_xlati21.x; if(u_xlatb21){ u_xlati27 = int(u_xlatu27) + 1; u_xlatu27 = uint(u_xlati27) + 4294967295u; u_xlati6.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu9)].yw); u_xlatu11.x = uint(u_xlati6.y) | uint(u_xlati6.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb21; } if(u_xlati16 == 0) { u_xlatu11.x = 4294967295u; } u_xlatb16 = int(u_xlatu11.x)!=int(0xFFFFFFFFu); if(u_xlatb16){ u_xlati16 = int(u_xlatu11.x & 4294967280u); u_xlat2.x = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati24 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat2.x)!=int(0x7FFFFFFFu); if(u_xlatb16){ u_xlati24 = int(0xFFFFFFFFu); } u_xlat2.x = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati16 = int(floatBitsToUint(u_xlat2.y) & 2147483648u); if(u_xlati16 != 0) { u_xlat2.y = uintBitsToFloat(floatBitsToUint(u_xlat2.y) & 2147483647u); u_xlati24 = int(0xFFFFFFFFu); } u_xlati16 = int(floatBitsToUint(u_xlat2.y) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu5.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (2u & uint(0x1F)); u_xlatu27 = u_xlatu11.y & 3u; u_xlati4.x = 0 - int(u_xlatu27); u_xlati6.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu27), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati7.y = int(uint(u_xlati4.x) & uint(u_xlati6.y)); u_xlati27 = int(u_xlatu27) + int(0xFFFFFFFDu); u_xlati7.z = (u_xlati6.y != 0) ? 0 : u_xlati27; u_xlati7.w = int((u_xlati6.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati7.x = u_xlati6.x; u_xlati6 = ivec4(uvec4(u_xlati7) & evictedTiles[int(u_xlatu9)]); u_xlati21.xy = ivec2(uvec2(u_xlati6.yw) | uvec2(u_xlati6.xz)); u_xlati9 = int(uint(u_xlati21.y) | uint(u_xlati21.x)); u_xlatb9 = u_xlati4.y==u_xlati9; if(u_xlatb9){ u_xlatu11.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb9; } if(u_xlati16 == 0) { u_xlatu11.x = 0u; } if(u_xlatu11.x != uint(0)) { u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati24 = int(0xFFFFFFFFu); } } else { u_xlatu5.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (1u & uint(0x1F)); u_xlatu27 = uint(int(bitfieldInsert(0, int(u_xlatu11.y), 1 & int(0x1F), 1))); u_xlati6.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati21.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu9)].xz); u_xlati4.x = int(uint(u_xlati21.y) | uint(u_xlati21.x)); u_xlatb4 = u_xlati4.y==u_xlati4.x; if(u_xlatb4){ u_xlati27 = int(u_xlatu27) + 1; u_xlatu27 = uint(u_xlati27) + 4294967295u; u_xlati6.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati21.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu9)].yw); u_xlatu11.x = uint(u_xlati21.y) | uint(u_xlati21.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu5.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu5.yx; u_xlatb16 = u_xlatb4; } if(u_xlati16 == 0) { u_xlatu11.x = 4294967295u; } u_xlatb16 = int(u_xlatu11.x)!=int(0xFFFFFFFFu); if(u_xlatb16){ u_xlati16 = int(u_xlatu11.x & 4294967280u); u_xlat2.y = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati24 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat2.y)!=int(0x7FFFFFFFu); if(u_xlatb16){ u_xlati24 = int(0xFFFFFFFFu); } u_xlat2.y = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati16 = int(floatBitsToUint(u_xlat2.z) & 2147483648u); if(u_xlati16 != 0) { u_xlat2.z = uintBitsToFloat(floatBitsToUint(u_xlat2.z) & 2147483647u); u_xlati24 = int(0xFFFFFFFFu); } u_xlati16 = int(floatBitsToUint(u_xlat2.z) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu4.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (2u & uint(0x1F)); u_xlatu27 = u_xlatu11.y & 3u; u_xlati5.x = 0 - int(u_xlatu27); u_xlati13.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu27), uvec4(1u, 2u, 3u, 3u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati5.x) & uint(u_xlati13.y)); u_xlati27 = int(u_xlatu27) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati13.y != 0) ? 0 : u_xlati27; u_xlati6.w = int((u_xlati13.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati13.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu9)]); u_xlati5.xy = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati9 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb9 = u_xlati4.z==u_xlati9; if(u_xlatb9){ u_xlatu11.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu4.yx; u_xlatb16 = u_xlatb9; } if(u_xlati16 == 0) { u_xlatu11.x = 0u; } if(u_xlatu11.x != uint(0)) { u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati24 = int(0xFFFFFFFFu); } } else { u_xlatu4.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (1u & uint(0x1F)); u_xlatu27 = uint(int(bitfieldInsert(0, int(u_xlatu11.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu9)].xz); u_xlati5.x = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb5 = u_xlati4.z==u_xlati5.x; if(u_xlatb5){ u_xlati27 = int(u_xlatu27) + 1; u_xlatu27 = uint(u_xlati27) + 4294967295u; u_xlati6.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati6.y = int((u_xlati6.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati13.xy = ivec2(uvec2(u_xlati6.xy) & addedTiles[int(u_xlatu9)].yw); u_xlatu11.x = uint(u_xlati13.y) | uint(u_xlati13.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu4.yx; u_xlatb16 = u_xlatb5; } if(u_xlati16 == 0) { u_xlatu11.x = 4294967295u; } u_xlatb16 = int(u_xlatu11.x)!=int(0xFFFFFFFFu); if(u_xlatb16){ u_xlati16 = int(u_xlatu11.x & 4294967280u); u_xlat2.z = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati24 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat2.z)!=int(0x7FFFFFFFu); if(u_xlatb16){ u_xlati24 = int(0xFFFFFFFFu); } u_xlat2.z = intBitsToFloat(int(0x7FFFFFFFu)); } } u_xlati16 = int(floatBitsToUint(u_xlat2.w) & 2147483648u); if(u_xlati16 != 0) { u_xlat2.w = uintBitsToFloat(floatBitsToUint(u_xlat2.w) & 2147483647u); u_xlati24 = int(0xFFFFFFFFu); } u_xlati16 = int(floatBitsToUint(u_xlat2.w) & 15u); u_xlatb16 = u_xlati16==int(invLevel); if(u_xlatb16){ u_xlatu4.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numEvictedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (2u & uint(0x1F)); u_xlatu27 = u_xlatu11.y & 3u; u_xlati20 = 0 - int(u_xlatu27); u_xlati5.xyz = ivec3(uvec3(lessThan(uvec4(u_xlatu27), uvec4(1u, 2u, 3u, 0u)).xyz) * 0xFFFFFFFFu); u_xlati6.y = int(uint(u_xlati20) & uint(u_xlati5.y)); u_xlati27 = int(u_xlatu27) + int(0xFFFFFFFDu); u_xlati6.z = (u_xlati5.y != 0) ? 0 : u_xlati27; u_xlati6.w = int((u_xlati5.z==0) ? 0xFFFFFFFFu : uint(0)); u_xlati6.x = u_xlati5.x; u_xlati5 = ivec4(uvec4(u_xlati6) & evictedTiles[int(u_xlatu9)]); u_xlati5.xy = ivec2(uvec2(u_xlati5.yw) | uvec2(u_xlati5.xz)); u_xlati9 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb9 = u_xlati4.w==u_xlati9; if(u_xlatb9){ u_xlatu11.x = 4294967295u; u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu4.yx; u_xlatb16 = u_xlatb9; } if(u_xlati16 == 0) { u_xlatu11.x = 0u; } if(u_xlatu11.x != uint(0)) { u_xlat2.w = intBitsToFloat(int(0x7FFFFFFFu)); u_xlati24 = int(0xFFFFFFFFu); } } else { u_xlatu4.y = 0u; u_xlatu11.x = uint(0u); u_xlatu11.y = uint(0u); u_xlati16 = 0; while(true){ u_xlatb9 = u_xlatu11.y>=numAddedTiles; u_xlati16 = 0; if(u_xlatb9){break;} u_xlatu9 = u_xlatu11.y >> (1u & uint(0x1F)); u_xlatu27 = uint(int(bitfieldInsert(0, int(u_xlatu11.y), 1 & int(0x1F), 1))); u_xlati5.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu9)].xz); u_xlati20 = int(uint(u_xlati5.y) | uint(u_xlati5.x)); u_xlatb20 = u_xlati4.w==u_xlati20; if(u_xlatb20){ u_xlati27 = int(u_xlatu27) + 1; u_xlatu27 = uint(u_xlati27) + 4294967295u; u_xlati5.x = int((u_xlatu27<1u) ? 0xFFFFFFFFu : uint(0)); u_xlati5.y = int((u_xlati5.x==0) ? 0xFFFFFFFFu : uint(0)); u_xlati5.xy = ivec2(uvec2(u_xlati5.xy) & addedTiles[int(u_xlatu9)].yw); u_xlatu11.x = uint(u_xlati5.y) | uint(u_xlati5.x); u_xlati16 = int(0xFFFFFFFFu); break; } u_xlatu4.x = u_xlatu11.y + 1u; u_xlatu11.xy = u_xlatu4.yx; u_xlatb16 = u_xlatb20; } if(u_xlati16 == 0) { u_xlatu11.x = 4294967295u; } u_xlatb16 = int(u_xlatu11.x)!=int(0xFFFFFFFFu); if(u_xlatb16){ u_xlati16 = int(u_xlatu11.x & 4294967280u); u_xlat2.w = uintBitsToFloat(uint(u_xlati16) | invLevel); u_xlati24 = int(0xFFFFFFFFu); } else { u_xlatb16 = floatBitsToInt(u_xlat2.w)!=int(0x7FFFFFFFu); if(u_xlatb16){ u_xlati24 = int(0xFFFFFFFFu); } u_xlat2.w = intBitsToFloat(int(0x7FFFFFFFu)); } } if(u_xlati24 != 0) { _output_buf_buf[(u_xlati17 >> 2)] = floatBitsToUint(u_xlat2.x); _output_buf_buf[(u_xlati25 >> 2)] = floatBitsToUint(u_xlat2.y); _output_buf_buf[(u_xlati3 >> 2)] = floatBitsToUint(u_xlat2.z); _output_buf_buf[(u_xlati1 >> 2)] = floatBitsToUint(u_xlat2.w); imageStore(translationTable, ivec2(u_xlatu0.xy), u_xlat2); } return; }  @cbTranslationTableData invLevelwidthheight bufferOffsetLevelbufferOffsetLevelAbovecbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelbufferOffsetLevelAbovenumEvictedTiles numAddedTiles addedTiles  evictedTiles cbTranslationTableData invLevelwidthheight bufferOffsetLevelcbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelnumEvictedTiles numAddedTiles addedTiles  evictedTiles MaincbTranslationTableData _output_buftranslationTableDXBCBvjM?K5I,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%U 2@UB* @# *   ) @ P  <B:**># B:* B* )B*@* 2@'" @7  : @': '  : 6"@7 2FF* F> @MaincbTranslationTableData lookupTexture _output_buftranslationTable@ DXBC WNɲ.@ ,<LISGNOSGNSHEX P{jYF 2XpDDUU_2_2 h # 2F@ F U 2F@UB* @# *   ) @ P2F < :># * : ):@:6 -BF| b@'"@7 *  @ : :6"@6@6@0PB:* 6@*UB:@:@(:O @" *:@7 B*@: :@6 FF "*<V <B:* B***6B@6@:@6V6**:6"@7 2FF6@6@6@0P":: 6@U":@ B@@:@O*@ " @ 2F <  *::B*@B*@O*@ " @ 2Fօ <B 6@:@6V6:7 B:*@'*@B*@<B* 'B  6B@7 2 F7 2 F: F> @MaincbTranslationTableData _output_buftranslationTable DXBCR>Ck9݋.I ,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%P2 <  ># :*   ) @"  V@'"*@7 *:" @'" 'B @"*7 bV@* FV> @MaincbTranslationTableData lookupTexture _output_buftranslationTablex DXBCr;VNi-\Fx ,<LISGNOSGNSHEX$ PIjYF 2XpDDUU_2_2 h # 2F@ F P2F <  ># *   ) @" 6 -BF| V@'"*@7 *: @ : :6"@6b@6@0P** 6@:U*@*@(B:O r@"*:@7 B@: *@6  FF ":<V <:* *::6"@6@*@6bV6::7 b@6@62@6@0P: 6@:U@ @@@O:@ " @  :<B:* B***:@:@O:@ " @ 2Fօ :< 6@@626*7 B: @'*@B*@<B* 'B @6B@7 2 @f 7 b * FV> @MaincbTranslationTableData _output_buftranslationTableDXBC.qw,<LISGNOSGNSHEXPpjYF UU_2_2 h & : * * @# F@ F%U b@U* @# "*:" )B@"* ) @ P  <B:**># B:* B* )*@:# B* : *)B*@* 2@'B @7 "  @'  ': 6B@7 bVV 2@6B@7 2B @'B* '  B:*6"@7  VV :*:F> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDXBCXSSg/ؚ,<LISGNOSGNSHEXPjYF 2XpDDUU_2_2 h & : * * @# 2F@ F U b@U* @# "*:" )B@* ) @ P2F < :># * : ):@:# * : :):@:6 -Ft b@'"@7 *  @    6"@6@6B@0P:* 6B@:U:@B:@(*O r @":B*@7 B@* *@6  FF ":<V <:* *::6B@6B@:@6V6B:**6"@7 2FF6"6@6@6"@0PB:: 6"@*UB:@ @@:@O:@ " @  *<B:* B***:@:@O:@ " @ V *<B:*6"@:@6V6"*7 B*@'"*@B*@<B* 'B  6B@7 R 7 2V 6" 2@6B@7 2FB @ B* *6"@6@6B@0PB:* 6B@*UB:@B:@(*O r @":B*@7 B@* *@6  FF "*<V <B:* B:**6B@6B@:@6V6B*B**6"@7  VV6b6@62@6"@0PB: 6"@*UB@ B@@@O*@ " @  *<B:* B:**B*@B*@O*@ " @ 2Fօ *< 6"@@626"*7 " @'B@"@<B '"  6B@7 2VF7   V6b*: :FF> @MaincbTranslationTableData _output_buftranslationTableDXBC hi'T,<LISGNOSGNSHEXDPjYF UU_2_2 h # F@ F%P2 <  ># :*   )" @B# * : ) @  2 @'B @7 " *B@'B* '@B:*7 b @V 2@6B@7 V B*@'B* '*@B* 7  @   :F> @MaincbTranslationTableData lookupTexture _output_buftranslationTabletDXBC鉨}zct,<LISGNOSGNSHEX PHjYF 2XpDDUU_2_2 h # 2F@ F P2F <  ># *   )" @B# * : ) @ 6 -Ft  @'"*@7 *:*B @ B* *6"@6@6B@0P:* 6B@:U:@:@(B:O r@"*:@7 B@: *@6  FF ":<V <:* *::6B@6B@:@6V6B:B**7  @6":6@6@6@0P:: 6@ U:@ "@@:@O@ " @   <B:* B***"@"@O@ " @ 2Fօ  <B 6@:@6V6*7 B:*@'B*@B*@<B* 'B @6B@7 2 @f 7  6": 2@6B@7 2FB @ B* *6"@6@6B@0P:* 6B@:U:@:@(" O r@" @7 B@  *@6  FF ":<2<  :::6B@6B@:@6V6B:B**7 2 @66@6@6B@0P:: 6B@:U:@ @@:@O @ " @ b :<"* ": @ @O @ " @ RV :<B* 6B@:@6V6B7 B**@'*@B*@<B* 'B @6B@7 2 @f 7 26 * :F > @MaincbTranslationTableData _output_buftranslationTableDDXBCP '̑Y_D,<LISGNOSGNSHEXPjYF UU_2_2 h & : * *" @# F@ F%U  @U* @# B: *B* )*@":*) V @":"*)"@Pb <"*># ":* " )B@*# * : ) @ ) @ ) @  @'B @7 " ::"@'" '":6B@7 bVVV 2@6B@7 V "@'" 'B"*6B@7 bVVV 2@6B@7 V "@'" 'B "*6"@7 RVV  *  *66@FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDDXBCbp UD,<LISGNOSGNSHEXPjYF 2XpDDUU_2_2 h  & : * *" @# 2F@ F U @U* @# B: *B* )*@:*) V @:"*)"@Pb <"*># "* " )B@*# * : ):@:) @ ) @ 6 -rFF~ @'"*@7 *::" @ " 6" @6@6B@0P:* 6B@:U:@:@(:O r @" : :@7 B  @:  * @6    F F ":<V   <:*  ::6"@6B@ :@6V 6B:"*6"@7 2 VFF6" 6 @6@6B@0P:: 6B@:U:@ "@@:@O @ "  @   :<:*  ::"@"@O @ "  @  V :<":*6B@ :@6V 6B:7 "*@'@"@<B  '"  6B@7 V7 2   6"  2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@:U:@:@(:O @" *:@7 B*@: :@6 FF ":<2<  ::6B@6B@:@6V6B:B**6"@7  V 6" *6":6@6@6@0P":: 6@U":@ B@@:@O*@ " @  <": "B*@B*@O*@ " @ bV <B*6@:@6V67 B *@'*@B*@<B* 'B 6B@7  V 7 V 6" 6": 2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@ U:@":@(BO rV@"*"@7 B@ *@6  FF " <2<  *  6B@6B@:@6V6B B**6"@7  V6B :6@6r@0P": 6B@U"@ @@@O:@ " @ 2F <  *  :@:@O:@ " @ V <:6B@@626B 7 * @'" @ @<B  ' 6B@7 V 7 V 6B :**  :  * 6 @FF > @MaincbTranslationTableData _output_buftranslationTablepDXBCWz*%)p,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%P2 <  >& : * # ":* " ) R@*# * : ) @  ) @  b@'B@7 "*:"@'" '@":7 bV@V 2@6B@7 V "@'" 'B@"*7 bV@V 2@6B@7 V "@'" 'B@"*7 RV@  *  *66@FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTableDXBC+@gpbeN1,<LISGNOSGNSHEXTPUjYF 2XpDDUU_2_2 h  # 2F@ F P2F <  >& : * # "* " ) R@*# * : ) @  ) @ 6 -F6y @'"*@7 *::B @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @":B*@7 B@* *@6  FF ":<V <:* ::6B@6"@:@6V6":B*7 2 @F6"6@6@6"@0P:: 6"@:U:@ B@@:@O*@ " @  :<:* ::B*@B*@O*@ " @ V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 2 6" 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@":@(O rV@":"@7 B@ *@6  FF ":<V <:* *::6B@6"@:@6V6":B*7  @6"*6":6@6@6"@0P:: 6"@:U:@ "@@:@O@ " @  :<:* *::"@"@O@ " @ V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 V 6"*6": 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@":@(BO rV@"*"@7 B@ *@6  FF ":<bV<* :::6B@6"@:@6V6":B*7  @V6B:6@6@6"@0PB:: 6"@*UB:@ @@:@O:@ " @ 2F *<  :  :@:@O:@ " @ bV *<"*6"@:@6V6" 7 "@'@"@<B '" @6B@7 bV@ 7  6B:**   *6@FF> @MaincbTranslationTableData _output_buftranslationTableD DXBCo˻bmv:D ,<LISGNOSGNSHEX P|jYF UU_2_2 h  & : * *" @# F@ F%U  @U* @# B: *B* )*@":*):@":)@*:):@":# "@*)"@Pb <"*># ":* " )B@*# * : ) @ ) @:):@:#  @) @  @'B @7 " ::" @'" ' ":6B@7 bVVV  2 @6B @7  V  "@'" 'B"*6B@7 bVVV 2@6B@7 V "@'" 'B"*6B@7 bV   2@6B@7 V "@'" 'B "*6"@7 VV * :* :66"FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTable#DXBCRqbBl#,<LISGNOSGNSHEX@#PjYF 2XpDDUU_2_2 h & : * *" @# 2F@ F U @U* @# B: *B* )*@:*):@:)@*:):@:# "@*)"@Pb <"*># "* " )B@*# * : ):@:) @:):@:#  @) @ 6 - FF~ @'" *@7  *::"  @ " 6" @6@6B@0P:* 6B@:U:@:@(:O r @" : :@7 B  @:  * @6    F F ":<V   <:*   ::6"@6B@ :@6V 6B:"*6"@7 2 VFF 6" 6 @6@6B@0P:: 6B@:U:@ "@@:@O @ "  @   :<:*   ::"@"@O @ "  @  V :<":*6B@ :@6V 6B:7 "*@'@"@<B  '"   6B@7 V 7 2   6"  2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@:U:@:@(:O @" *:@7 B *@:  :@6  F F ":<2<   ::6B@6B@:@6V6B:B**6"@7  V 6" *6":6@6@6@0P":: 6@U":@ B@@:@O *@ "  @   <":* " B*@B*@O *@ "  @ b V <B*6@:@6V67 B *@'*@B*@<B* 'B 6B@7  V 7 V 6" 6": 2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@ U:@":@(BO rV@"*"@7 B@ *@6  FF " <2<  *  6B@6B@:@6V6B B**6"@7  V 6B *6":6@6@6@0P":: 6@U":@ B@@:@O*@ " @ 2F <  *  B*@B*@O*@ " @ bV <B*6@:@6V6 7 B *@'*@B*@<B* 'B 6B@7  V 7 V 6B 6": 2@6B@7 V B@ B* *6"@6@6B@0P:* 6B@ U:@":@(BO rV@"*"@7 B@ *@6  FF " <2<  :  6B@6B@:@6V6B B**6"@7  V6 :6@6r@0P: 6B@ U@ "@@@O@ " @   <B: B: **"@"@O@ " @ 2Fօ  < 6B@@626B*7 * @'" @ @<B  ' 6B@7 V 7 V 6 :**  : :*  : FF > @MaincbTranslationTableData _output_buftranslationTableDXBC W akX,<LISGNOSGNSHEXPjYF UU_2_2 h # F@ F%P2 <  >& : * # ":* " )B@*# * : ) @ )" @")"@#  @) @  @'B*@7 "*::"@'" '@":7 bV@V 2@6B@7 V B@'B* '@B:*7 b @V 2@6B@7 V B@'B* '@B:*7 b @  2@6B@7 V B@'B* '@B:*7  @ * * :66"FF> @MaincbTranslationTableData lookupTexture _output_buftranslationTable!DXBCڅ!5d(ke_!,<LISGNOSGNSHEXD!PQjYF 2XpDDUU_2_2 h  # 2F@ F P2F <  >& : * # "* " )B@*# * : ) @ )" @")"@#  @) @ 6 -FF~ @'"*@7 *::B @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @" : B*@7 B  @*  * @6    F F ":<V   <:*  ::6B@6"@:@6V6":B*7 2 @F6"6 @6@6"@0P:: 6"@:U:@ B@@:@O *@ "  @   :<:*  ::B*@B*@O *@ "  @  V :<B:*6"@ :@6V 6":7 B*@'*@B*@<B * 'B @6B@7  @7 2  6" 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @" : B*@7 B  @*  * @6    F F ":<V   <:* ::6B@6"@:@6V6":B*7  @6"*6":6@6@6"@0P:: 6"@:U:@ B@@:@O *@ "  @   :<:* ::B*@B*@O *@ "  @  V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 V 6"*6": 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @" :B*@7 B @*  *@6  F F ":<V <:* *::6B@6"@:@6V6":B*7  @6B*6":6@6@6"@0P:: 6"@:U:@ B@@:@O*@ " @  :<:* *::B*@B*@O*@ " @ V :<B:*6"@:@6V6":7 B*@'*@B*@<B* 'B @6B@7  @7 V 6B*6": 2@6B@7 2FB @ B* *6"@6@6"@0P:* 6"@:U:@B:@(*O r @":B*@7 B@* *@6  FF ":<V <:* :::6B@6"@:@6V6":B*7  @V6:6@6@6B@0P:: 6B@:U:@ @@:@O:@ " @ 2F :<  :  :@:@O:@ " @ bV :<"*6B@:@6V6B 7 "*@'@"@<B '" @6B@7 V@7   6:**  * :FF> @cbTranslationTableData invLevelwidthheight bufferOffsetLevelbufferOffsetLevelAbovecbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelbufferOffsetLevelAbovenumEvictedTiles numAddedTiles addedTiles  evictedTiles cbTranslationTableData invLevelwidthheight bufferOffsetLevelcbTranslationTableData  levelinvLevelwidthheight bufferOffsetLevelnumEvictedTiles numAddedTiles addedTiles  evictedTiles MaincbTranslationTableDatatranslationTable _output_buf#  GLSL.std.450main  main u_xlatu0 gl_WorkGroupIDgl_LocalInvocationIDu_xlatu1u_xlatu7#cbTranslationTableData#level#invLevel#width#height#bufferOffsetLevel #bufferOffsetLevelAbove#numEvictedTiles#numAddedTiles#addedTiles# evictedTiles%-u_xlati1Cu_xlat1E_output_buf_origX0X E_output_buf_origX0X_bufGRu_xlatb4nu_xlati4u_xlat7u_xlati10u_xlati2u_xlatb2u_xlatb5 translationTable_origX1Xu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G G G G"H##H##H##H## H##H##H##H##H## H# # G#G%"G%!GDHE#GEGG"GG!G"G!GG !  ;     ; + ,;  ;+, ; +!"! # " $#;$%& +&' ( ,&;,-+4+&:A BA;BCDED FE;FG+&HOPO QP;QR+&W_O bO;,n+o+&|;B;,++;,+;b+&;b+&+ A ;&A &  _ , 6;;;;= O  = O > = O>A()%'=*)+*>+A.=/.|&0/=1|&21&302A54=65|&76&837>-8=&9-A(;%:=<;|&=<&>9=>->=&?-&@?'>-@=&I-&JI'&KJHA(LGHK=ML|ANM>CN=S O TSSA(U%'=VUA(X%W=YXA(Z%'=[ZA(\%'=]\P^VY[]_`T^OPa``>RaAbcR=OdcAbeR4=OfeOgdfAbhR4>hgAbiR4=OjiljklklAp o=qp|&rqA(s%'=ts|&ut&vruAw 4=xw|&yx&zvy>nz=&{nA(}%|=~}|&~&{>n=&n&'>n=&n&'&HA(GH=|A>=A||&>=&OH=A||A>=A||&>=&A(%=|&O>=AC|&=A|&O>=O=OO>=O=AC>>-=&OH4|&>-=&-OH=&n&'=A|A(GH>== O|=APc8 @MaincbTranslationTableData lookupTexturetranslationTable _output_buf/#  GLSL.std.450main   GL_EXT_samplerless_texture_functionsmain u_xlatu0 gl_WorkGroupIDgl_LocalInvocationIDu_xlatu1!u_xlatu13%cbTranslationTableData%level%invLevel%width%height%bufferOffsetLevel %bufferOffsetLevelAbove%numEvictedTiles%numAddedTiles%addedTiles% evictedTiles'/u_xlati1Eu_xlat1G_output_buf_origX0X G_output_buf_origX0X_bufITu_xlatb7pu_xlati7u_xlat13u_xlati12lookupTextureu_xlati18u_xlati19u_xlatb18u_xlatu2u_xlatu14u_xlatb3u_xlatu3u_xlatu9u_xlati15u_xlati4u_xlati5u_xlati9u_xlati3u_xlatb15u_xlatb12 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A"O:=#"| $# %!$|&%>n&A(3=)(=*n+)*>'+=,'.,-.-= /|0/10oA2:>21A3:=43| 54 65>6= 7873 98:|:9A;T:>;:A<T:==<>=Y ?>:|@?AAT3>A@=BTOCBB|$DCA;E2:= FE|GFAHG= IHO$JII$KDJ|LK=`MO`NML>NAO3=PO| QPAR:=SR| TS UQTA;V0:>VU>.A;X03= YX ZY3A;[0:>[Z=$\0O$]\\>0]=^'>;^=_`_Yb`abaA;c0:>cbbA;e0:= fe|gfhg>dh=idkijwjA;l0:= ml nm8|on>=o=p=| qpAro= sr tqs|RutASv3>vu>kw=Rxf|yxASz3=R{z||{}y|>}=~~=RfAS3>>kkiiAS=R|  |>===YAS=R|  |RAS>>AS=R|  %|>===Ao= |>=#A;3>:A;0:>:A;03>:>Y:A;03= A>= >>Y=A;03=  A;6:>A;03=  A;2:>A;2:= |YA:>=$2O WOY!\[P!!|`=O >A:=| A3=|  |AT3>A;2:= |qA:>A3=Y>YA:=>=AT>A=Y :|AT>A:=AT:>=T| A;6:= |A=  |>=O|$=O|$$|=`O`>A3=| A:=|  |>`A== `  > =      A;0:>> A;03=  3A;:>=$O$>0=>;=YA;0:>:A;0:= :  =R!vAS">"!>  #A;$3>$:A;%0:>%:A;&03>&:>Y'')*++:()(A;,03= -,A.= /.0-/>0>Y=131232)3A;503= 65 763A;86:>87A;903= :9|;:<Y;oo| =<A;>2:>>=A;?2:= @?A@3 BA:|CBAD:>DCAE:=FEGFY HG:|IHAJ3>JI=KOLKK|$MLA;N6:= ON|POAQP= RQO$SRR$TMS|UT>UAV3=WV| XWAY:=ZY| [Z \X[|]\A^:>^]A`=a`Ab:=cbdac>_d=e_gefgfA;h2:= ih|jikjoAl:>lkAm:=nm| on poA;q2:>qpA;r2:= srts3 ut:|vuAw:>wvAx:=yxzyY {z:||{A}3>}|=~O~~|$A;6:= |A= O$$|=`O`>A=| A:=|  A;0:>>)gA;03=  3A;:>=$O$>0=_>;**')=YA;0:>A;0:= |>d=dA;0:=  8|>===| Ao=  |RAS>>=Rv|AS=R|>==RvAS>>AS=R|  |>===YAS=R|  |RAS>>AS=R|  %|>===Ao= |>=XA;63>:A;0:>:A;03>:>Y:A;03= A>= >r>Y=rA;03=  A;2:>A;03=  >= |Y>n= P WOY!\[P!!|`=O >=n| A3=|  |A3>= | qA :>  A 3=    Y >YA:=>=A>A=Y :|A>A:=A:>=| A;!2:= "!|#"A$#= %$ & %|'&>'=(O)((|$*)=+O,++|$-,$.*-|/.=`0O`10/>1A23=32| 43A5:=65| 76 847|98A::>:9A;=<;A=:=>=?<>>r?=@rB@ABAA;C0:>C>BA;E03= FE GF3A;H6:>HG=$I6O$JII>0J=Kr>;K=LMLYOMNONA;P0:>P:OOA;Q0:= RQSR:USTUT=RVASW>WV>UUXA;Y63>Y:A;Z0:>Z:A;[03>[:>Y\\^_``:]^]A;a03= baAc= dcebd>re>Y=frhfghg^hA;j03= kj lk3A;m2:>mlA;n03= on|poqYpoo| rq>r= sts3 ut:|vuAw:>wvAx:=yxzyY {z:||{A}3>}|=~O~~|$A;2:= |A= O$$|=O >A3=| A:=|  |>nA==n>'='= |oA:>A:=|  >= 3 :|A:>A:=Y :|A3>=O|$A;2:= |A= O$$|=`O`>A3=| A:=|  A;0:>>^A;03=  3A;6:>=$6O$>0='>;__\^=YA;0:>A;0:= |>d=dA;0:=  8|>===| Ao=  |RAS>>=R|AS=R|>==RAS>>=Y=AS:=R| AXY>=AS3=R| AXY>=AS=R| AXY>=AS=R| AXY>=   =  O$  |=c 8 @MaincbTranslationTableDatatranslationTable _output_buf"# v GLSL.std.450main  main u_xlatu0 gl_WorkGroupIDgl_LocalInvocationIDu_xlatb1cbTranslationTableDatalevelinvLevelwidthheightbufferOffsetLevel bufferOffsetLevelAbovenumEvictedTilesnumAddedTilesaddedTiles evictedTiles!Au_xlati1Iu_xlati5]u_xlati9cu_xlat2e_output_buf_origX0X e_output_buf_origX0X_bufgqu_xlati13u_xlati3u_xlati7u_xlatb7u_xlatb11u_xlatb5 ctranslationTable_origX1Xmu_xlat_precise_vec4pu_xlat_precise_ivec4ru_xlat_precise_bvec4tu_xlat_precise_uvec4G G GGH#H#H#H# H#H#H#H#H# H # GG!"G!!GdHe#GeGg"Gg!Gc"Gc!GcGu !  ;     ; + ,;  ;+   ; !" +"# $+"'/+2 3+6 @";@A;@I+J K+"X;@]` a` ba;bcded fe;fg+"h o`;@q;@+"+++;@+;3;3+"+"+;3 a` ba;bceh" lan" on q/ s, u26;lm;op;qr;st= O  = O > = O A$%!#=&%A$(!'=)(A$*!#=+*A$,!#=-,P.&)+-/0.O100>1A342=54A376=87958A3:6>:9A3;6=<;><=>=>A$B!'=CB|"DCA$E!#=FE|"GF"HDG>AHAKL J=ML|"NMA$O!#=PO|"QP"RNQAKS 6=TS|"UT"VRU>IV="WIA$Y!X=ZY|"[Z"\W[>I\="^I"_^#>]_="i]"ji#"kjhA$lghk=ml|`nmAopc6>pnA$r!#=sr|"tsA$u!'=vu|"wv"xtw="yI"zxy>qz="{q"|{#>q|="}q"~}#"~hA$gh=|`Aoc2>="A">="I="">=""#>=""#"hA$gh=|`Aoc>="A"'="I">A="A"#>A="A"#"hA$gh=|`AocJ>Aoc6=`||">I="IhAoc6=`||`Aoc6>Aoc6=`||">="A$!=|">Aoc6=`|">==>=|`Aoc6>>="Ih6|">Aoc2=`||">I="IhAoc2=`||`Aoc2>>Aoc2=`||">I="IA$!=|">Aoc2=`|">==>=|`Aoc2>>Aoc=`||">I="IhAoc=`||`Ao c> >Ao c=`  |    |" >I="IA$!=|">Aoc=`|">==>=|`Aoc>>Ao cJ=`! |"!#"|"$#>I$="%I&%h(&'('Ao)cJ=`*)|+*,+|`-,Ao.cJ>.->((Ao/cJ=`0/|1021|"32>I3="4IA$5!=65|"76847>8Ao9cJ=`:9|";:<;><===>?=>>?=@B@ABA|`CAoDcJ>DC>BB="EFEhHFGHG="I]"JI#AoKc6=`LK|MLA$NghJ>NM="Oq"PO#AoQc2=`RQ|SRA$TghP>TS="U"VU#AoWc=`XW|YXA$ZghV>ZY="[A"\[#Ao]cJ=`^]|_^A$`gh\>`_=adc=f Oegff|hig=ajccdijHH8 @MaincbTranslationTableData lookupTexturetranslationTable _output_buf}#  GLSL.std.450main   GL_EXT_samplerless_texture_functionsmain u_xlatu0 gl_WorkGroupIDgl_LocalInvocationIDu_xlatb1"cbTranslationTableData"level"invLevel"width"height"bufferOffsetLevel "bufferOffsetLevelAbove"numEvictedTiles"numAddedTiles"addedTiles" evictedTiles$Du_xlati1Lu_xlati9_u_xlati17eu_xlat2g_output_buf_origX0X g_output_buf_origX0X_bufisu_xlati25u_xlati3u_xlati4lookupTextureu_xlati16u_xlati24u_xlatb16u_xlatu5u_xlatu11u_xlatb9u_xlatu9u_xlatu27u_xlati21u_xlati6u_xlati7 u_xlati27u_xlatb21u_xlatb47u_xlatu4Ou_xlati5Uu_xlati13u_xlatb5tu_xlati20 u_xlatb20 translationTable_origX1Xu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G G GG!H"#H"#H"#H"# H"#H"#H"#H"#H"# H" # G"G$"G$!GfHg#GgGi"Gi!G"G!G"G!GG !  ;     ;  + , ;  ;+ !  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>?=%@A@jCABCBAMD9>DCCAME9=FE|%GFHGV>H=IKIJWJAML9=MLNM|%ON>O=%P|QPA'R$=SRTQS|bUTAqVe>VU>VKWAqXe=bYX|%ZY[Zi>[=\^\]^]>V^^|b_iAq`e>`_KK\\=%abajdbcdc=%e_%fe&Aqge9=bhg|ihA'jijf>ji=%ks%lk&Aqme5=bnm|onA'pijl>po=%q%rq&Aqse=bts|utA'vijr>vu=%wD%xw&Aqye=bzy|{zA'|ijx>|{=}= O |=cecdd8 @cbTranslationTableData  addedTiles bufferOffsetLevelbufferOffsetLevelAbove evictedTiles height invLevellevel numAddedTilesnumEvictedTileswidth.Internal-CreateFoveatedShadingRateTextureArray CreateFoveatedShadingRateTextureCGlobals_Result#  GLSL.std.450main main u_xlati0 gl_GlobalInvocationIDCGlobals_ShadingRateLevels_HalfWidth_HalfHeight_OffsetX_OffsetY"u_xlati2*u_xlati1`u_xlati6zu_xlat0~u_xlat2u_xlat4u_xlatu0_Result_origX0Xu_xlat_precise_vec4u_xlat_precise_ivec4u_xlat_precise_bvec4u_xlat_precise_uvec4G H#H# H#H#H# GG"G!G"G!GG !  ;      ; +     ;+  +   !;!"+#+ $;*+ ,+.$/0/2/4 ,45,46+ 8+J K+T U;`x yx;yz;y~+;y+x@@  ;+ +    ! ;x   0 ++ , $6;;;;;A = |A= |~A > A% $= &%|'&(#'A)">)(= , O +-,,01-.O231147365P49884:79|;:=<*O =<;>*=A>"=?>| @?AA*=BA| CB D@C|EDAF*$>FE=G*OHGG|4IHAKLJ=ML|4NM4OIN|PO>"P=Q*ORQQ|4SRAUVT=WVAUXT=YXPZWY|4[Z4\S[|]\=^*O _^]>*_Aa*=ba| cbAd*=ed| fe gcf|hg>`hAi"=ji| kjAl"=ml| nm okn|poAq">qpAr"=srAt =utvsuAw >wvA{ =|{ox}|>z}A= px>~=xz=x~x>z=xz=xzx>zA = |A= |~A">=`A"=A">A"=ox>~A= px>=x~=xx>~=x~=x~x=xzx>z=xz x>z=xzx>z=xzm >=  &$>= |A">= P+0.O2465P4884|=*O >*A*=/#>#A"=>=A*$>A*=/# 8|A*>=*O| A#=  |= O > A >#= O|4= O|44|= O > A =| A =|  |A >== |= O |+c8@CGlobals( _HalfHeight _HalfWidth _OffsetX_OffsetY _ShadingRateLevels0Internal-CreateFoveatedShadingRateTextureNoArray CreateFoveatedShadingRateTexture$Globals_Result@DXBC`/k6 Ygi@,<LISGNOSGNSHEXP;jYF DD_2h(2F O F @2FF&F & <2<2B A2F +2FVB 2F 82FFB : A +V: 2 2  FK2F8 2F@@@@@2FT 2F@ @O 2@O 2V@7 B @*7 B @: @rF 6@<2<  @rF 6@<bV<"*T F>@$Globals@ kLeftEyeId kRightEyeId_ShadingRateLevels _HalfWidth _HalfHeight _OffsetX$_OffsetY0 CreateFoveatedShadingRateTexture$Globals_Result@DXBC`/k6 Ygi@,<LISGNOSGNSHEXP;jYF DD_2h(2F O F @2FF&F & <2<2B A2F +2FVB 2F 82FFB : A +V: 2 2  FK2F8 2F@@@@@2FT 2F@ @O 2@O 2V@7 B @*7 B @: @rF 6@<2<  @rF 6@<bV<"*T F>@$Globals@ kLeftEyeId kRightEyeId_ShadingRateLevels _HalfWidth _HalfHeight _OffsetX$_OffsetY0 CreateFoveatedShadingRateTextureCGlobals_Result # ^ GLSL.std.450mainsmain u_xlati0CGlobalskLeftEyeIdkRightEyeId_ShadingRateLevels_HalfWidth_HalfHeight_OffsetX_OffsetYu_xlati1qu_xlati6sgl_GlobalInvocationIDu_xlat0u_xlat6u_xlat1u_xlatu0u_xlati23u_xlati3<u_xlatu3K_Result_origX0XUu_xlat_precise_vec4Wu_xlat_precise_ivec4Yu_xlat_precise_bvec4[u_xlat_precise_uvec4H#H#H#H#H# H#(H#0GG"G!Gs GK"GK!GKG] !  ; +      ; +;& + (+ ),&*(())+,++ .,&/....,&0))))+ 28 +D E +O p ;pq r ;rs t +x y   ;; +;+@@, 8;,8((+, ,&)(..+,8..,8)); + +  ! ;p3;!< I ! 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