Shader "Hidden/ScreenPosInputsNode"
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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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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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inline float4 PrevComputeNonStereoScreenPos(float4 pos) {
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float4 o = pos * 0.5f;
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o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w;
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o.zw = pos.zw;
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return o;
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}
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float4 frag( v2f_img i ) : SV_Target
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{
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float2 xy = 2 * i.uv - 1;
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float z = -sqrt(1-saturate(dot(xy,xy)));
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float3 vertexPos = float3(xy, z);
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float4x4 P = float4x4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_P
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float4x4 V = UNITY_MATRIX_V;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_V
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float4x4 M = unity_ObjectToWorld;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //unity_ObjectToWorld
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float4x4 VPmatrix = mul(P, V);
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float4 clipPos = mul(VPmatrix, mul(M, float4(vertexPos, 1.0))); //same as object to clip pos
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float4 screenPos = ComputeScreenPos(clipPos);
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return screenPos;
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}
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ENDCG
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}
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}
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}
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