| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 | #ifndef HBAO_DEINTERLEAVING_INCLUDED#define HBAO_DEINTERLEAVING_INCLUDED#include "HBAO_Common.cginc"struct DeinterleavedOutput {    float4 Z00 : SV_Target0;    float4 Z10 : SV_Target1;    float4 Z01 : SV_Target2;    float4 Z11 : SV_Target3;};DeinterleavedOutput DeinterleaveDepth_Frag(Varyings input){    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);    DeinterleavedOutput o;    float2 pos = floor(input.uv * _DeinterleavedAO_TexelSize.zw) * 4.0;    float2 uv00 = (pos + _Deinterleave_Offset00 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv10 = (pos + _Deinterleave_Offset10 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv01 = (pos + _Deinterleave_Offset01 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv11 = (pos + _Deinterleave_Offset11 + 0.5) * _ReinterleavedAO_TexelSize.xy;    o.Z00 = FetchRawDepth(uv00).rrrr;    o.Z10 = FetchRawDepth(uv10).rrrr;    o.Z01 = FetchRawDepth(uv01).rrrr;    o.Z11 = FetchRawDepth(uv11).rrrr;    return o;}DeinterleavedOutput DeinterleaveNormals_Frag(Varyings input){    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);    DeinterleavedOutput o;    float2 pos = floor(input.uv * _DeinterleavedAO_TexelSize.zw) * 4.0;    float2 uv00 = (pos + _Deinterleave_Offset00 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv10 = (pos + _Deinterleave_Offset10 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv01 = (pos + _Deinterleave_Offset01 + 0.5) * _ReinterleavedAO_TexelSize.xy;    float2 uv11 = (pos + _Deinterleave_Offset11 + 0.5) * _ReinterleavedAO_TexelSize.xy;    o.Z00 = float4(FetchViewNormals(uv00, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0);    o.Z10 = float4(FetchViewNormals(uv10, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0);    o.Z01 = float4(FetchViewNormals(uv01, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0);    o.Z11 = float4(FetchViewNormals(uv11, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0);    return o;}half4 ReinterleaveAO_Frag(Varyings input) : SV_Target{    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);    float2 offset = fmod(floor(input.uv * _ReinterleavedAO_TexelSize.zw), 4.0);    float2 uv = (floor(input.uv * _DeinterleavedAO_TexelSize.zw) + (offset * _DeinterleavedAO_TexelSize.zw) + 0.5) * _ReinterleavedAO_TexelSize.xy;    return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);}#endif // HBAO_DEINTERLEAVING_INCLUDED
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