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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Glow Downsample" {
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Properties {
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_Color ("Color", color) = (1,1,1,0)
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_MainTex ("", 2D) = "white" {}
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}
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float4 uv[4] : TEXCOORD0;
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};
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float4 _MainTex_TexelSize;
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v2f vert (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float4 uv;
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uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
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uv.zw = 0;
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float offX = _MainTex_TexelSize.x;
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float offY = _MainTex_TexelSize.y;
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// Direct3D9 needs some texel offset!
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#ifdef UNITY_HALF_TEXEL_OFFSET
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uv.x += offX * 2.0f;
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uv.y += offY * 2.0f;
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#endif
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o.uv[0] = uv + float4(-offX,-offY,0,1);
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o.uv[1] = uv + float4( offX,-offY,0,1);
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o.uv[2] = uv + float4( offX, offY,0,1);
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o.uv[3] = uv + float4(-offX, offY,0,1);
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return o;
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}
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 frag( v2f i ) : SV_Target
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{
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fixed4 c;
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c = tex2D( _MainTex, i.uv[0].xy );
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c += tex2D( _MainTex, i.uv[1].xy );
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c += tex2D( _MainTex, i.uv[2].xy );
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c += tex2D( _MainTex, i.uv[3].xy );
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c /= 4;
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c.rgb *= _Color.rgb;
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c.rgb *= (c.a + _Color.a);
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c.a = 0;
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return c;
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}
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ENDCG
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}
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}
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Fallback off
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}
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