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Shader "Hidden/TangentVertexDataNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
//float2 tp = 2 * i.uv - 1;
//float tr = sqrt( dot(tp,tp) );
//tr = saturate( tr );
//float2 tuvs;
//float f = ( 1 - sqrt( 1 - tr ) ) / tr;
//float3 tangent = normalize(float3( (1-f)*2, tp.y*0.01, tp.x ));
//float4((tangent), 1);
//TODO: needs revision at some point
return -1;
}
ENDCG
}
}
}