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-rw-r--r--shaders/unity/59.shader_test61
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/unity/59.shader_test b/shaders/unity/59.shader_test
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+# Built-in shader from Unity 5.0.0b19:
+# Hidden/BlurAndFlares
+# internal variant:
+# This shader GLSL dump is put under MIT license
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform vec4 _Offsets;
+uniform vec4 _MainTex_TexelSize;
+varying vec2 xlv_TEXCOORD0;
+varying vec2 xlv_TEXCOORD0_1;
+varying vec2 xlv_TEXCOORD0_2;
+varying vec2 xlv_TEXCOORD0_3;
+varying vec2 xlv_TEXCOORD0_4;
+varying vec2 xlv_TEXCOORD0_5;
+varying vec2 xlv_TEXCOORD0_6;
+void main ()
+{
+ vec2 cse_1;
+ cse_1 = (0.5 * _MainTex_TexelSize.xy);
+ vec2 cse_2;
+ cse_2 = (1.5 * _MainTex_TexelSize.xy);
+ vec2 cse_3;
+ cse_3 = (2.5 * _MainTex_TexelSize.xy);
+ gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
+ xlv_TEXCOORD0 = gl_MultiTexCoord0.xy;
+ xlv_TEXCOORD0_1 = (gl_MultiTexCoord0.xy + (cse_1 * _Offsets.xy));
+ xlv_TEXCOORD0_2 = (gl_MultiTexCoord0.xy - (cse_1 * _Offsets.xy));
+ xlv_TEXCOORD0_3 = (gl_MultiTexCoord0.xy + (cse_2 * _Offsets.xy));
+ xlv_TEXCOORD0_4 = (gl_MultiTexCoord0.xy - (cse_2 * _Offsets.xy));
+ xlv_TEXCOORD0_5 = (gl_MultiTexCoord0.xy + (cse_3 * _Offsets.xy));
+ xlv_TEXCOORD0_6 = (gl_MultiTexCoord0.xy - (cse_3 * _Offsets.xy));
+}
+
+[fragment shader]
+uniform vec4 _TintColor;
+uniform vec2 _Threshhold;
+uniform float _Saturation;
+uniform sampler2D _MainTex;
+varying vec2 xlv_TEXCOORD0;
+varying vec2 xlv_TEXCOORD0_1;
+varying vec2 xlv_TEXCOORD0_2;
+varying vec2 xlv_TEXCOORD0_3;
+varying vec2 xlv_TEXCOORD0_4;
+varying vec2 xlv_TEXCOORD0_5;
+varying vec2 xlv_TEXCOORD0_6;
+void main ()
+{
+ vec4 color_1;
+ vec4 tmpvar_2;
+ tmpvar_2 = max (((
+ ((((
+ ((texture2D (_MainTex, xlv_TEXCOORD0) + texture2D (_MainTex, xlv_TEXCOORD0_1)) + texture2D (_MainTex, xlv_TEXCOORD0_2))
+ + texture2D (_MainTex, xlv_TEXCOORD0_3)) + texture2D (_MainTex, xlv_TEXCOORD0_4)) + texture2D (_MainTex, xlv_TEXCOORD0_5)) + texture2D (_MainTex, xlv_TEXCOORD0_6))
+ / 7.0) - _Threshhold.xxxx), vec4(0.0, 0.0, 0.0, 0.0));
+ color_1.w = tmpvar_2.w;
+ color_1.xyz = (mix (vec3(dot (tmpvar_2.xyz, vec3(0.22, 0.707, 0.071))), tmpvar_2.xyz, vec3(_Saturation)) * _TintColor.xyz);
+ gl_FragData[0] = color_1;
+}
+