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//-----------------------------------------------------------------------------
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// Copyright 2014-2017 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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Shader "AVProVideo/Internal/BlendFrames"
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{
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Properties
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{
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_MainTex("Before Texture", 2D) = "white" {}
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_AfterTex("After Texture", 2D) = "white" {}
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_t("t", Float) = 0.5
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog{ Mode off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers flash xbox360 ps3 gles
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#include "UnityCG.cginc"
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#include "../AVProVideo.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D _AfterTex;
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uniform float _t;
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struct v2f
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{
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float4 pos : POSITION;
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float4 uv : TEXCOORD0;
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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o.uv = float4(0.0, 0.0, 0.0, 0.0);
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o.pos = XFormObjectToClip(v.vertex);
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o.uv.xy = v.texcoord.xy;
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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float4 before = tex2D(_MainTex, i.uv.xy);
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float4 after = tex2D(_AfterTex, i.uv.xy);
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float4 result = ((1.0 -_t) * before) + (_t * after);
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return result;
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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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