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PSSL.hlsl
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#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_GATHER_SUPPORTED (SHADER_TARGET >= 50)
#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
#define INTRINSIC_MINMAX3
#define Min3 min3
#define Max3 max3
#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
#define TEXTURE3D_SAMPLER3D(textureName, samplerName) Texture3D textureName; SamplerState samplerName
#define TEXTURE2D(textureName) Texture2D textureName
#define SAMPLER2D(samplerName) SamplerState samplerName
#define TEXTURE3D(textureName) Texture3D textureName
#define SAMPLER3D(samplerName) SamplerState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_LOOP [loop]
#define UNITY_FASTOPT [fastopt]
#define CBUFFER_START(name) ConstantBuffer name {
#define CBUFFER_END };
#if UNITY_GATHER_SUPPORTED
#define FXAA_HLSL_5 1
#define SMAA_HLSL_4_1 1
#else
#define FXAA_HLSL_4 1
#define SMAA_HLSL_4 1
#endif