blob: 175ae3ba87e32b7700bdbf6a8003a4fefb5a26ac (
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Shader "Hidden/ComputeScreenPos"
{
Properties
{
_A ("_A", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag( v2f_img i ) : SV_Target
{
float4 a = tex2D( _A, i.uv );
float4 screenPos = ComputeScreenPos(a);
return screenPos;
}
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag (v2f_img i) : SV_Target
{
float4 a = tex2D(_A, i.uv);
float4 screenPos = ComputeScreenPos(a);
screenPos = screenPos / screenPos.w;
screenPos.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? screenPos.z : screenPos.z* 0.5 + 0.5;
return screenPos;
}
ENDCG
}
}
}
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