Unlit_ActiveBlock.glsl
源文件:
shaders/Unlit_ActiveBlock.glsl
glsl
// shader : Unlit/ActiveBlock
// asset : sharedassets12.assets
// platform : 9
#ifdef VERTEX
#version 300 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
uniform vec4 _ProjectionParams;
uniform vec4 _ScreenParams;
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform vec4 _SparkMap_ST;
uniform mediump vec4 _DisplaceMap_ST;
uniform vec4 _TouchDisplaceMap_ST;
uniform vec4 _NoiseMap_ST;
in highp vec4 in_POSITION0;
in highp vec4 in_COLOR0;
in highp vec2 in_TEXCOORD0;
out highp vec2 vs_TEXCOORD0;
out highp vec2 vs_TEXCOORD1;
out highp vec2 vs_TEXCOORD2;
out highp vec2 vs_TEXCOORD4;
out highp vec4 vs_TEXCOORD3;
out highp vec2 vs_TEXCOORD5;
out highp float vs_TEXCOORD6;
out highp vec4 vs_COLOR0;
vec4 u_xlat0;
vec4 u_xlat1;
void main()
{
vs_TEXCOORD1.xy = in_TEXCOORD0.xy * _DisplaceMap_ST.xy + _DisplaceMap_ST.zw;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
vs_TEXCOORD2.xy = in_TEXCOORD0.xy * _SparkMap_ST.xy + _SparkMap_ST.zw;
vs_TEXCOORD4.xy = in_TEXCOORD0.xy * _TouchDisplaceMap_ST.xy + _TouchDisplaceMap_ST.zw;
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
u_xlat1.x = u_xlat0.y * _ProjectionParams.x;
u_xlat1.w = u_xlat1.x * 0.5;
u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
vs_TEXCOORD3.xy = u_xlat1.zz + u_xlat1.xw;
vs_TEXCOORD3.zw = u_xlat0.zw;
gl_Position = u_xlat0;
u_xlat0.x = _ScreenParams.y * 0.888888896;
vs_TEXCOORD6 = u_xlat0.x / _ScreenParams.x;
vs_TEXCOORD5.xy = in_TEXCOORD0.xy * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
vs_COLOR0 = in_COLOR0;
return;
}
#endif
#ifdef FRAGMENT
#version 300 es
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#endif
precision highp float;
precision highp int;
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
uniform vec4 _Time;
uniform vec4 _ScreenParams;
uniform vec4 _EffectRT_TexelSize;
uniform mediump vec4 _EdgeColor;
uniform mediump float _EdgeOpacity;
uniform mediump vec4 _FillColor;
uniform mediump float _FillStrength;
uniform mediump float _FillOpacity;
uniform mediump vec4 _GlowColor;
uniform mediump float _GlowIntensity;
uniform mediump vec3 _SparkTint;
uniform float _SparkMapOpacity;
uniform mediump float _SparkHueShiftAmount;
uniform mediump float _SparkDisplaceIntensity;
uniform mediump float _DisplaceBlendIntensity;
uniform mediump float _DisplaceSpeed;
uniform mediump float _DisplaceStrength;
uniform mediump vec4 _DisplaceDirection;
uniform int _TouchPosCount;
uniform vec2 _TouchPos[10];
uniform float _TouchPosShine;
uniform float _TouchPosRadius;
uniform float _TouchPosSDFSmoothness;
uniform float _TouchPosSDFFalloff;
uniform mediump float _BackgroundPixelScale;
uniform float _ShineSpeed;
uniform float _ShineBrightness;
uniform vec4 _ShineColor;
uniform float _TouchDisplaceSpeed;
uniform float _TouchDisplaceStrength;
uniform vec4 _TouchDisplaceDirection;
uniform mediump vec4 _NoiseTint;
uniform float _NoiseEvoSpeed;
uniform float _NoiseDirChangeSpeed;
uniform float _NoiseDisplaceStrength;
uniform float _NoiseRadius;
uniform float _NoiseSmoothness;
uniform float _SDFCellSize;
uniform float _SDFSmoothness;
uniform float _SDFFalloff;
uniform float _SDFMoveSpeed;
uniform mediump vec4 _TouchGlowColor;
uniform mediump float _TouchBackgroundPixelScale;
UNITY_LOCATION(0) uniform mediump sampler2D _ComposeRT;
UNITY_LOCATION(1) uniform mediump sampler2D _EffectRT;
UNITY_LOCATION(2) uniform mediump sampler2D _DisabledNormalBlockRT;
UNITY_LOCATION(3) uniform mediump sampler2D _DisabledSubtractBlockRT;
UNITY_LOCATION(4) uniform mediump sampler2D _ReadyComposeRT;
UNITY_LOCATION(5) uniform mediump sampler2D _TouchHoverRT;
UNITY_LOCATION(6) uniform mediump sampler2D _DisplaceMap;
UNITY_LOCATION(7) uniform mediump sampler2D _SparkMap;
UNITY_LOCATION(8) uniform mediump sampler2D _SceneColor;
UNITY_LOCATION(9) uniform mediump sampler2D _TouchDisplaceMap;
UNITY_LOCATION(10) uniform mediump sampler2D _NoiseMap;
in highp vec2 vs_TEXCOORD0;
in highp vec2 vs_TEXCOORD1;
in highp vec2 vs_TEXCOORD2;
in highp vec2 vs_TEXCOORD4;
in highp vec4 vs_TEXCOORD3;
in highp vec2 vs_TEXCOORD5;
in highp float vs_TEXCOORD6;
layout(location = 0) out mediump vec4 SV_Target0;
vec4 u_xlat0;
mediump float u_xlat16_0;
bvec3 u_xlatb0;
vec4 u_xlat1;
mediump vec2 u_xlat16_1;
int u_xlati1;
bool u_xlatb1;
mediump vec4 u_xlat16_2;
mediump vec4 u_xlat16_3;
vec4 u_xlat4;
mediump vec4 u_xlat16_4;
vec4 u_xlat5;
mediump vec4 u_xlat16_5;
vec3 u_xlat6;
bvec3 u_xlatb6;
vec2 u_xlat7;
mediump vec4 u_xlat16_7;
mediump vec4 u_xlat16_8;
mediump vec3 u_xlat16_9;
mediump vec3 u_xlat16_10;
vec3 u_xlat11;
vec3 u_xlat12;
mediump vec3 u_xlat16_13;
mediump vec3 u_xlat16_14;
mediump vec3 u_xlat16_15;
vec2 u_xlat16;
mediump float u_xlat16_16;
bool u_xlatb16;
vec3 u_xlat17;
mediump float u_xlat16_17;
int u_xlati17;
mediump float u_xlat16_18;
mediump vec3 u_xlat16_21;
vec2 u_xlat22;
vec2 u_xlat32;
mediump float u_xlat16_32;
bool u_xlatb32;
vec2 u_xlat33;
mediump float u_xlat16_33;
mediump float u_xlat16_34;
mediump float u_xlat16_35;
mediump float u_xlat16_37;
vec2 u_xlat38;
float u_xlat48;
mediump float u_xlat16_48;
float u_xlat49;
bool u_xlatb49;
mediump float u_xlat16_50;
mediump float u_xlat16_51;
float u_xlat52;
mediump float u_xlat16_56;
void main()
{
u_xlat0.x = vs_TEXCOORD0.x + -0.5;
u_xlat0.x = -abs(u_xlat0.x) + vs_TEXCOORD6;
u_xlatb0.x = u_xlat0.x<0.0;
if(u_xlatb0.x){discard;}
u_xlat16_0 = texture(_ComposeRT, vs_TEXCOORD0.xy).x;
u_xlat16.xy = vs_TEXCOORD0.xy * _EffectRT_TexelSize.zw;
u_xlat16.xy = floor(u_xlat16.xy);
u_xlat16.xy = u_xlat16.xy + vec2(0.5, 0.5);
u_xlat16.xy = u_xlat16.xy * _EffectRT_TexelSize.xy;
u_xlat16_16 = texture(_EffectRT, u_xlat16.xy).x;
u_xlat16_32 = texture(_EffectRT, vs_TEXCOORD0.xy).y;
u_xlat16_48 = texture(_DisabledNormalBlockRT, vs_TEXCOORD0.xy).x;
u_xlat16_1.x = texture(_DisabledSubtractBlockRT, vs_TEXCOORD0.xy).y;
u_xlat16_17 = texture(_ReadyComposeRT, vs_TEXCOORD0.xy).x;
u_xlat16_2.x = (-u_xlat16_48) + u_xlat16_1.x;
u_xlat16_18 = u_xlat16_17 * abs(u_xlat16_2.x);
u_xlat48 = texture(_TouchHoverRT, vs_TEXCOORD0.xy).x;
u_xlat16_34 = u_xlat16_16 + u_xlat16_0;
u_xlat16_50 = u_xlat16_32 + u_xlat16_34;
u_xlat16_2.x = abs(u_xlat16_2.x) * u_xlat16_17 + u_xlat16_50;
u_xlat16_2.x = u_xlat48 + u_xlat16_2.x;
u_xlat16_2.x = u_xlat16_2.x + -9.99999975e-05;
u_xlatb1 = u_xlat16_2.x<0.0;
if(u_xlatb1){discard;}
u_xlatb1 = 9.99999975e-05<u_xlat16_50;
if(u_xlatb1){
u_xlat16_2.x = u_xlat16_16 * _EdgeOpacity;
u_xlat16_34 = u_xlat16_34 * (-u_xlat16_32) + u_xlat16_32;
u_xlat16_50 = u_xlat16_34 * _GlowIntensity;
u_xlat16_3.x = dot(_DisplaceDirection.xy, _DisplaceDirection.xy);
u_xlat16_3.x = inversesqrt(u_xlat16_3.x);
u_xlat16_3.xy = u_xlat16_3.xx * _DisplaceDirection.xy;
u_xlat16.x = _Time.x * _DisplaceSpeed;
u_xlat33.y = u_xlat16.x * u_xlat16_3.x;
u_xlat1.xy = u_xlat16_3.xy * u_xlat16.xx + vs_TEXCOORD1.xy;
u_xlat32.x = max(_BackgroundPixelScale, 1.0);
u_xlat1.xy = u_xlat1.xy * _ScreenParams.xy;
u_xlat1.xy = u_xlat1.xy / u_xlat32.xx;
u_xlat1.xy = floor(u_xlat1.xy);
u_xlat4.x = u_xlat32.x * 0.5;
u_xlat1.xy = u_xlat1.xy * u_xlat32.xx + u_xlat4.xx;
u_xlat33.x = u_xlat16.x * (-u_xlat16_3.y);
u_xlat33.xy = u_xlat33.xy + vs_TEXCOORD1.xy;
u_xlat33.xy = u_xlat33.xy * _ScreenParams.xy;
u_xlat33.xy = u_xlat33.xy / u_xlat32.xx;
u_xlat33.xy = floor(u_xlat33.xy);
u_xlat1.zw = u_xlat33.xy * u_xlat32.xx + u_xlat4.xx;
u_xlat1 = u_xlat1 / _ScreenParams.xyxy;
u_xlat16_16 = texture(_DisplaceMap, u_xlat1.xy).x;
u_xlat16_1.x = texture(_DisplaceMap, u_xlat1.zw).x;
u_xlat16_35 = u_xlat16_16 + u_xlat16_1.x;
u_xlat16_35 = u_xlat16_35 * 0.5;
u_xlat16_51 = u_xlat16_16 + -0.5;
u_xlat16_5.x = u_xlat16_1.x + -0.5;
u_xlat1.x = (-u_xlat16_3.y) * u_xlat16_5.x;
u_xlat1.y = u_xlat16_3.x * u_xlat16_5.x;
u_xlat1.xy = u_xlat16_3.xy * vec2(u_xlat16_51) + u_xlat1.xy;
u_xlat33.xy = vs_TEXCOORD0.xy * _ScreenParams.xy;
u_xlat33.xy = u_xlat33.xy / u_xlat32.xx;
u_xlat33.xy = floor(u_xlat33.xy);
u_xlat16.xy = u_xlat33.xy * u_xlat32.xx + u_xlat4.xx;
u_xlat16.xy = u_xlat16.xy / _ScreenParams.xy;
u_xlat16.xy = u_xlat1.xy * vec2(vec2(_DisplaceStrength, _DisplaceStrength)) + u_xlat16.xy;
u_xlat33.xy = u_xlat1.xy * vec2(vec2(_SparkDisplaceIntensity, _SparkDisplaceIntensity)) + vs_TEXCOORD2.xy;
u_xlat16_33 = texture(_SparkMap, u_xlat33.xy).x;
u_xlat4.xyz = vec3(u_xlat16_33) * _SparkTint.xyz;
u_xlat6.xyz = texture(_SceneColor, u_xlat16.xy).xyz;
u_xlatb16 = 0<_TouchPosCount;
if(u_xlatb16){
u_xlat16.xy = vs_TEXCOORD3.xy / vs_TEXCOORD3.ww;
u_xlat16.xy = u_xlat1.xy * vec2(vec2(_DisplaceStrength, _DisplaceStrength)) + u_xlat16.xy;
u_xlat16.xy = u_xlat16.xy * _ScreenParams.xy;
u_xlat16.xy = u_xlat16.xy / _ScreenParams.yy;
u_xlati1 = _TouchPosCount;
u_xlat33.x = float(1.0);
for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<10 ; u_xlati_loop_1++)
{
u_xlatb49 = u_xlati_loop_1>=u_xlati1;
if(u_xlatb49){
break;
}
u_xlat7.xy = u_xlat16.xy + (-_TouchPos[u_xlati_loop_1].xy);
u_xlat49 = dot(u_xlat7.xy, u_xlat7.xy);
u_xlat49 = sqrt(u_xlat49);
u_xlat52 = (-u_xlat49) + u_xlat33.x;
u_xlat52 = -abs(u_xlat52) + _TouchPosSDFSmoothness;
u_xlat52 = max(u_xlat52, 0.0);
u_xlat52 = u_xlat52 / _TouchPosSDFSmoothness;
u_xlat49 = min(u_xlat49, u_xlat33.x);
u_xlat52 = u_xlat52 * u_xlat52;
u_xlat52 = u_xlat52 * _TouchPosSDFSmoothness;
u_xlat33.x = (-u_xlat52) * 0.25 + u_xlat49;
}
u_xlat16.x = u_xlat33.x + (-_TouchPosRadius);
u_xlat32.x = float(1.0) / (-_TouchPosRadius);
u_xlat16.x = u_xlat32.x * u_xlat16.x;
u_xlat16.x = clamp(u_xlat16.x, 0.0, 1.0);
u_xlat32.x = u_xlat16.x * -2.0 + 3.0;
u_xlat16.x = u_xlat16.x * u_xlat16.x;
u_xlat16.x = u_xlat16.x * u_xlat32.x;
u_xlat16.x = log2(u_xlat16.x);
u_xlat16.x = u_xlat16.x * _TouchPosSDFFalloff;
u_xlat16.x = exp2(u_xlat16.x);
} else {
u_xlat16.x = 0.0;
}
u_xlat16_3.xyw = vec3(u_xlat16_35) * u_xlat4.xyz;
u_xlat1.xyz = u_xlat16_3.xyw * vec3(_SparkMapOpacity);
u_xlatb32 = u_xlat6.y>=u_xlat6.z;
u_xlat16_5.x = (u_xlatb32) ? 1.0 : 0.0;
u_xlat16_21.xy = (-u_xlat6.zy) + u_xlat6.yz;
u_xlat16_8.x = float(1.0);
u_xlat16_8.y = float(-1.0);
u_xlat16_4.xy = u_xlat16_5.xx * u_xlat16_21.xy + u_xlat6.zy;
u_xlat16_4.zw = u_xlat16_5.xx * u_xlat16_8.xy + vec2(-1.0, 0.666666687);
u_xlatb32 = u_xlat6.x>=u_xlat16_4.x;
u_xlat16_5.x = (u_xlatb32) ? 1.0 : 0.0;
u_xlat16_7.xyz = (-u_xlat16_4.xyw);
u_xlat16_7.w = (-u_xlat6.x);
u_xlat16_8.x = u_xlat6.x + u_xlat16_7.x;
u_xlat16_8.yzw = u_xlat16_4.yzx + u_xlat16_7.yzw;
u_xlat16_21.xyz = u_xlat16_5.xxx * u_xlat16_8.xyz + u_xlat16_4.xyw;
u_xlat16_5.x = u_xlat16_5.x * u_xlat16_8.w + u_xlat6.x;
u_xlat16_8.x = min(u_xlat16_21.y, u_xlat16_5.x);
u_xlat16_8.x = u_xlat16_21.x + (-u_xlat16_8.x);
u_xlat16_5.x = (-u_xlat16_21.y) + u_xlat16_5.x;
u_xlat32.x = u_xlat16_8.x * 6.0 + 1.00000001e-10;
u_xlat32.x = u_xlat16_5.x / u_xlat32.x;
u_xlat32.x = u_xlat32.x + u_xlat16_21.z;
u_xlat49 = u_xlat16_21.x + 1.00000001e-10;
u_xlat49 = u_xlat16_8.x / u_xlat49;
u_xlat16_5.x = u_xlat1.x * _SparkHueShiftAmount + abs(u_xlat32.x);
u_xlat16_37 = u_xlat1.y * _SparkHueShiftAmount + u_xlat49;
u_xlat16_21.x = u_xlat1.z * _SparkHueShiftAmount + u_xlat16_21.x;
u_xlat16_8.xyz = u_xlat16_5.xxx + vec3(1.0, 0.666666687, 0.333333343);
u_xlat16_8.xyz = fract(u_xlat16_8.xyz);
u_xlat16_8.xyz = u_xlat16_8.xyz * vec3(6.0, 6.0, 6.0) + vec3(-3.0, -3.0, -3.0);
u_xlat16_8.xyz = abs(u_xlat16_8.xyz) + vec3(-1.0, -1.0, -1.0);
u_xlat16_8.xyz = clamp(u_xlat16_8.xyz, 0.0, 1.0);
u_xlat16_8.xyz = u_xlat16_8.xyz + vec3(-1.0, -1.0, -1.0);
u_xlat16_5.xzw = vec3(u_xlat16_37) * u_xlat16_8.xyz + vec3(1.0, 1.0, 1.0);
u_xlat16_8.xyz = u_xlat16_5.xzw * u_xlat16_21.xxx;
u_xlat16_9.xyz = u_xlat16_8.xyz + u_xlat16_8.xyz;
u_xlat16_10.xyz = u_xlat1.xyz * u_xlat16_9.xyz;
u_xlat16_5.xyz = (-u_xlat16_21.xxx) * u_xlat16_5.xzw + vec3(1.0, 1.0, 1.0);
u_xlat16_5.xyz = u_xlat16_5.xyz + u_xlat16_5.xyz;
u_xlat16_3.xyw = (-u_xlat16_3.xyw) * vec3(_SparkMapOpacity) + vec3(1.0, 1.0, 1.0);
u_xlat16_3.xyw = (-u_xlat16_5.xyz) * u_xlat16_3.xyw + vec3(1.0, 1.0, 1.0);
u_xlatb6.xyz = greaterThanEqual(u_xlat16_8.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
;
u_xlat1.xyz = (-u_xlat16_9.xyz) * u_xlat1.xyz + u_xlat16_3.xyw;
u_xlat1.xyz = u_xlat6.xyz * u_xlat1.xyz + u_xlat16_10.xyz;
u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
u_xlat16_3.xyz = (-vec3(u_xlat16_35)) * vec3(vec3(_DisplaceBlendIntensity, _DisplaceBlendIntensity, _DisplaceBlendIntensity)) + _FillColor.xyz;
u_xlat16_5.xyz = u_xlat1.xyz + (-u_xlat16_3.xyz);
u_xlat16_3.xyz = vec3(_FillStrength) * u_xlat16_5.xyz + u_xlat16_3.xyz;
u_xlat16_5.xyz = vec3(u_xlat16_50) * _GlowColor.xyz;
u_xlat16_5.xyz = _EdgeColor.xyz * u_xlat16_2.xxx + u_xlat16_5.xyz;
u_xlat16_3.xyz = u_xlat16_3.xyz * vec3(u_xlat16_0) + u_xlat16_5.xyz;
u_xlat16_50 = u_xlat16.x * _TouchPosShine + 1.0;
u_xlat16_3.xyz = vec3(u_xlat16_50) * u_xlat16_3.xyz;
u_xlat16_2.x = u_xlat16_0 * _FillOpacity + u_xlat16_2.x;
SV_Target0.w = u_xlat16_34 * _GlowIntensity + u_xlat16_2.x;
} else {
u_xlat16_3.x = float(0.0);
u_xlat16_3.y = float(0.0);
u_xlat16_3.z = float(0.0);
SV_Target0.w = 0.0;
}
u_xlatb0.x = 9.99999975e-05<u_xlat16_18;
u_xlat1.xyz = vec3(vec3(_ShineBrightness, _ShineBrightness, _ShineBrightness)) * _ShineColor.xyz;
u_xlat16.x = _Time.y * _ShineSpeed;
u_xlat16.x = sin(u_xlat16.x);
u_xlat16.x = u_xlat16.x * 0.5 + 1.0;
u_xlat1.xyz = u_xlat16.xxx * u_xlat1.xyz;
u_xlat1.xyz = vec3(u_xlat16_18) * u_xlat1.xyz;
u_xlat16_2.xzw = (u_xlatb0.x) ? u_xlat1.xyz : vec3(0.0, 0.0, 0.0);
u_xlat16_18 = (u_xlatb0.x) ? u_xlat16_18 : 0.0;
u_xlatb0.x = 9.99999975e-05<u_xlat48;
if(u_xlatb0.x){
u_xlat0.x = dot(_TouchDisplaceDirection.xy, _TouchDisplaceDirection.xy);
u_xlat0.x = inversesqrt(u_xlat0.x);
u_xlat0.xy = u_xlat0.xx * _TouchDisplaceDirection.xy;
u_xlat1.x = _Time.x * _TouchDisplaceSpeed;
u_xlat17.xy = u_xlat0.xy * u_xlat1.xx + vs_TEXCOORD4.xy;
u_xlat49 = max(_TouchBackgroundPixelScale, 1.0);
u_xlat17.xy = u_xlat17.xy * _ScreenParams.xy;
u_xlat17.xy = u_xlat17.xy / vec2(u_xlat49);
u_xlat17.xy = floor(u_xlat17.xy);
u_xlat6.x = u_xlat49 * 0.5;
u_xlat1.yz = u_xlat17.xy * vec2(u_xlat49) + u_xlat6.xx;
u_xlat0.zw = (-u_xlat0.yy);
u_xlat22.xy = u_xlat0.zx * u_xlat1.xx + vs_TEXCOORD4.xy;
u_xlat22.xy = u_xlat22.xy * _ScreenParams.xy;
u_xlat22.xy = u_xlat22.xy / vec2(u_xlat49);
u_xlat22.xy = floor(u_xlat22.xy);
u_xlat1.xw = u_xlat22.xy * vec2(u_xlat49) + u_xlat6.xx;
u_xlat1 = u_xlat1 / _ScreenParams.xxyy;
u_xlat16_32 = textureLod(_TouchDisplaceMap, u_xlat1.yz, 0.0).x;
u_xlat16_1.x = textureLod(_TouchDisplaceMap, u_xlat1.xw, 0.0).x;
u_xlat16_51 = u_xlat16_32 + -0.5;
u_xlat16_5.x = u_xlat16_1.x + -0.5;
u_xlat32.xy = u_xlat0.wx * u_xlat16_5.xx;
u_xlat0.xy = u_xlat0.xy * vec2(u_xlat16_51) + u_xlat32.xy;
u_xlat0.xy = u_xlat0.xy * vec2(vec2(_TouchDisplaceStrength, _TouchDisplaceStrength)) + vs_TEXCOORD0.xy;
u_xlat16_0 = textureLod(_TouchHoverRT, u_xlat0.xy, 0.0).x;
u_xlat16.xy = vs_TEXCOORD3.xy / vs_TEXCOORD3.ww;
u_xlat48 = _Time.y * _NoiseDirChangeSpeed;
u_xlat1.x = floor(u_xlat48);
u_xlat48 = fract(u_xlat48);
u_xlat17.x = u_xlat48 * u_xlat48;
u_xlat48 = (-u_xlat48) * 2.0 + 3.0;
u_xlat48 = u_xlat48 * u_xlat17.x;
u_xlat4.xz = u_xlat1.xx * vec2(0.103100002, 0.103100002);
u_xlat4.y = float(0.381470025);
u_xlat4.w = float(0.93821007);
u_xlat4 = fract(u_xlat4);
u_xlat17.xyz = u_xlat4.yxx + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat17.x = dot(u_xlat4.xyx, u_xlat17.xyz);
u_xlat17.xy = u_xlat17.xx + u_xlat4.xy;
u_xlat33.x = u_xlat17.y + u_xlat17.x;
u_xlat17.x = u_xlat17.x * u_xlat33.x;
u_xlat6.x = fract(u_xlat17.x);
u_xlat17.xyz = u_xlat4.wzz + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat17.x = dot(u_xlat4.zwz, u_xlat17.xyz);
u_xlat17.xy = u_xlat17.xx + u_xlat4.zw;
u_xlat33.x = u_xlat17.y + u_xlat17.x;
u_xlat17.x = u_xlat17.x * u_xlat33.x;
u_xlat6.y = fract(u_xlat17.x);
u_xlat17.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
u_xlat1.x = u_xlat1.x + 1.0;
u_xlat4.xz = u_xlat1.xx * vec2(0.103100002, 0.103100002);
u_xlat4.y = float(0.381470025);
u_xlat4.w = float(0.93821007);
u_xlat4 = fract(u_xlat4);
u_xlat6.xyz = u_xlat4.yxx + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat1.x = dot(u_xlat4.xyx, u_xlat6.xyz);
u_xlat1.xw = u_xlat1.xx + u_xlat4.xy;
u_xlat49 = u_xlat1.w + u_xlat1.x;
u_xlat1.x = u_xlat1.x * u_xlat49;
u_xlat6.x = fract(u_xlat1.x);
u_xlat11.xyz = u_xlat4.wzz + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat1.x = dot(u_xlat4.zwz, u_xlat11.xyz);
u_xlat1.xw = u_xlat1.xx + u_xlat4.zw;
u_xlat49 = u_xlat1.w + u_xlat1.x;
u_xlat1.x = u_xlat1.x * u_xlat49;
u_xlat6.y = fract(u_xlat1.x);
u_xlat1.xw = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
u_xlat1.xw = (-u_xlat17.xy) + u_xlat1.xw;
u_xlat1.xy = vec2(u_xlat48) * u_xlat1.xw + u_xlat17.xy;
u_xlat1.xy = u_xlat1.xy * vec2(_NoiseEvoSpeed) + vs_TEXCOORD5.xy;
u_xlat16_1.xy = textureLod(_NoiseMap, u_xlat1.xy, 0.0).xy;
u_xlat1.xy = u_xlat16_1.xy + vec2(-0.5, -0.5);
u_xlat48 = _NoiseRadius + (-_NoiseSmoothness);
u_xlat33.x = _NoiseRadius + _NoiseSmoothness;
u_xlat33.x = (-u_xlat48) + u_xlat33.x;
u_xlat48 = (-u_xlat48) + u_xlat16_0;
u_xlat33.x = float(1.0) / u_xlat33.x;
u_xlat48 = u_xlat48 * u_xlat33.x;
u_xlat48 = clamp(u_xlat48, 0.0, 1.0);
u_xlat33.x = u_xlat48 * -2.0 + 3.0;
u_xlat48 = u_xlat48 * u_xlat48;
u_xlat48 = u_xlat48 * u_xlat33.x;
u_xlat33.x = _ScreenParams.y * _SDFCellSize;
u_xlat16_5.xy = u_xlat1.xy + u_xlat1.xy;
u_xlat1.xy = u_xlat16_5.xy * vec2(vec2(_NoiseDisplaceStrength, _NoiseDisplaceStrength));
u_xlat1.xy = u_xlat33.xx * u_xlat1.xy;
u_xlat1.xy = u_xlat1.xy / _ScreenParams.xy;
u_xlat16.xy = u_xlat16.xy + u_xlat1.xy;
u_xlat16.xy = u_xlat16.xy * _ScreenParams.xy;
u_xlat16.xy = u_xlat16.xy / u_xlat33.xx;
u_xlat1.xy = floor(u_xlat16.xy);
u_xlat16.xy = fract(u_xlat16.xy);
u_xlat33.x = _Time.y * _SDFMoveSpeed;
u_xlat49 = floor(u_xlat33.x);
u_xlat33.x = fract(u_xlat33.x);
u_xlat6.x = u_xlat33.x * u_xlat33.x;
u_xlat33.x = (-u_xlat33.x) * 2.0 + 3.0;
u_xlat33.x = u_xlat33.x * u_xlat6.x;
u_xlat1.xy = vec2(u_xlat49) + u_xlat1.xy;
u_xlat6.xy = u_xlat1.xy * vec2(0.103100002, 0.103100002);
u_xlat6.xy = fract(u_xlat6.xy);
u_xlat11.xyz = u_xlat6.yxx + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat49 = dot(u_xlat6.xyx, u_xlat11.xyz);
u_xlat6.xy = vec2(u_xlat49) + u_xlat6.xy;
u_xlat49 = u_xlat6.y + u_xlat6.x;
u_xlat49 = u_xlat6.x * u_xlat49;
u_xlat6.x = fract(u_xlat49);
u_xlat4 = u_xlat1.yxyx + vec4(17.1700001, 17.1700001, 1.0, 1.0);
u_xlat4 = u_xlat4 * vec4(0.103100002, 0.103100002, 0.103100002, 0.103100002);
u_xlat4 = fract(u_xlat4);
u_xlat5 = u_xlat4 + vec4(33.3300018, 33.3300018, 33.3300018, 33.3300018);
u_xlat49 = dot(u_xlat4.yxy, u_xlat5.xyy);
u_xlat38.xy = vec2(u_xlat49) + u_xlat4.yx;
u_xlat49 = u_xlat38.y + u_xlat38.x;
u_xlat49 = u_xlat38.x * u_xlat49;
u_xlat6.y = fract(u_xlat49);
u_xlat49 = dot(u_xlat4.wzw, u_xlat5.zww);
u_xlat38.xy = vec2(u_xlat49) + u_xlat4.wz;
u_xlat49 = u_xlat38.y + u_xlat38.x;
u_xlat49 = u_xlat38.x * u_xlat49;
u_xlat11.x = fract(u_xlat49);
u_xlat1.xy = u_xlat1.xy + vec2(18.1700001, 18.1700001);
u_xlat1.xy = u_xlat1.xy * vec2(0.103100002, 0.103100002);
u_xlat1.xy = fract(u_xlat1.xy);
u_xlat12.xyz = u_xlat1.yxx + vec3(33.3300018, 33.3300018, 33.3300018);
u_xlat49 = dot(u_xlat1.xyx, u_xlat12.xyz);
u_xlat1.xy = vec2(u_xlat49) + u_xlat1.xy;
u_xlat17.x = u_xlat1.y + u_xlat1.x;
u_xlat1.x = u_xlat1.x * u_xlat17.x;
u_xlat11.y = fract(u_xlat1.x);
u_xlat1.xy = (-u_xlat6.xy) + u_xlat11.xy;
u_xlat1.xy = u_xlat33.xx * u_xlat1.xy + u_xlat6.xy;
u_xlat16.xy = u_xlat16.xy + (-u_xlat1.xy);
u_xlat16.x = dot(u_xlat16.xy, u_xlat16.xy);
u_xlat16.x = sqrt(u_xlat16.x);
u_xlat16.x = u_xlat16.x + (-_SDFFalloff);
u_xlat32.x = float(1.0) / _SDFSmoothness;
u_xlat16.x = u_xlat32.x * u_xlat16.x;
u_xlat16.x = clamp(u_xlat16.x, 0.0, 1.0);
u_xlat32.x = u_xlat16.x * -2.0 + 3.0;
u_xlat16.x = u_xlat16.x * u_xlat16.x;
u_xlat16.x = u_xlat16.x * u_xlat32.x;
u_xlat16_8.xyz = u_xlat16.xxx * _NoiseTint.xyz + u_xlat16.xxx;
u_xlat16_8.xyz = clamp(u_xlat16_8.xyz, 0.0, 1.0);
u_xlat16_9.xyz = vec3(u_xlat48) * u_xlat16_8.xyz;
u_xlat16_51 = u_xlat16_0;
u_xlat16_51 = clamp(u_xlat16_51, 0.0, 1.0);
u_xlat16_56 = u_xlat16_51 * -2.0 + 3.0;
u_xlat16_51 = u_xlat16_51 * u_xlat16_51;
u_xlat16_51 = u_xlat16_51 * u_xlat16_56;
u_xlat16_10.xyz = vec3(u_xlat16_51) * _TouchGlowColor.xyz;
u_xlat16_13.xyz = u_xlat16_9.xyz * u_xlat16_10.xyz;
u_xlat16_14.xyz = u_xlat16_13.xyz + u_xlat16_13.xyz;
u_xlat16_8.xyz = (-u_xlat16_8.xyz) * vec3(u_xlat48) + vec3(1.0, 1.0, 1.0);
u_xlat16_8.xyz = u_xlat16_8.xyz + u_xlat16_8.xyz;
u_xlat16_15.xyz = (-vec3(u_xlat16_51)) * _TouchGlowColor.xyz + vec3(1.0, 1.0, 1.0);
u_xlat16_8.xyz = (-u_xlat16_8.xyz) * u_xlat16_15.xyz + vec3(1.0, 1.0, 1.0);
u_xlatb0.xyz = greaterThanEqual(u_xlat16_9.xyzx, vec4(0.5, 0.5, 0.5, 0.0)).xyz;
u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
;
u_xlat1.xyz = (-u_xlat16_13.xyz) * vec3(2.0, 2.0, 2.0) + u_xlat16_8.xyz;
u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat16_14.xyz;
u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
u_xlat16_8.xyz = u_xlat16_10.xyz * vec3(0.5, 0.5, 0.5) + u_xlat0.xyz;
} else {
u_xlat16_8.x = float(0.0);
u_xlat16_8.y = float(0.0);
u_xlat16_8.z = float(0.0);
}
u_xlat16_2.xyz = u_xlat16_2.xzw * vec3(u_xlat16_18) + u_xlat16_3.xyz;
SV_Target0.xyz = u_xlat16_8.xyz + u_xlat16_2.xyz;
return;
}
#endif