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Unlit_BlockSprite.glsl ​

源文件:shaders/Unlit_BlockSprite.glsl

glsl
// shader   : Unlit/BlockSprite
// 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 hlslcc_mtx4x4unity_ObjectToWorld[4];
uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform 	vec4 _MainTex_ST;
uniform 	mediump vec4 _Color;
in highp vec4 in_POSITION0;
in highp vec4 in_COLOR0;
in highp vec2 in_TEXCOORD0;
out highp vec2 vs_TEXCOORD0;
out highp vec4 vs_COLOR0;
vec4 u_xlat0;
vec4 u_xlat1;
void main()
{
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    vs_COLOR0 = in_COLOR0 * _Color;
    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
    u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
    u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
    gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
    return;
}

#endif
#ifdef FRAGMENT
#version 300 es

precision highp float;
precision highp int;
#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_LOCATION(0) uniform mediump sampler2D _MainTex;
in highp vec2 vs_TEXCOORD0;
in highp vec4 vs_COLOR0;
layout(location = 0) out mediump vec4 SV_Target0;
vec4 u_xlat0;
mediump float u_xlat16_0;
void main()
{
    u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy).x;
    u_xlat0.xyz = vec3(u_xlat16_0) * vs_COLOR0.xyz;
    u_xlat0.w = vs_COLOR0.w;
    SV_Target0 = u_xlat0;
    return;
}

#endif