unity/Assets/PostProcessingV2/Shaders/API/OpenGL.hlsl (30 lines of code) (raw):

// For now OpenGL is considered at GLES2 level #define UNITY_UV_STARTS_AT_TOP 0 #define UNITY_REVERSED_Z 0 #define UNITY_GATHER_SUPPORTED 0 #define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName #define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler3D textureName #define TEXTURE2D(textureName) sampler2D textureName #define SAMPLER2D(samplerName) #define TEXTURE3D(textureName) sampler3D textureName #define SAMPLER3D(samplerName) #define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName #define TEXTURE2D_PARAM(textureName, samplerName) textureName #define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName #define TEXTURE3D_PARAM(textureName, samplerName) textureName #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod)) #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) #define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize) #define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod)) #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 #define UNITY_FLATTEN #define UNITY_UNROLL #define UNITY_LOOP #define UNITY_FASTOPT #define CBUFFER_START(name) #define CBUFFER_END #define FXAA_HLSL_3 1 #define SMAA_HLSL_3 1