//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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// UNITY_SHADER_NO_UPGRADE
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Shader "Custom/SteamVR_ClearAll" {
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Properties
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{
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_Color ("Color", Color) = (0, 0, 0, 0)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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float4 _Color;
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sampler2D _MainTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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v2f vert(appdata_base v) {
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v2f o;
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#if UNITY_VERSION >= 540
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o.pos = UnityObjectToClipPos(v.vertex);
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#else
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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#endif
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o.tex = v.texcoord;
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return o;
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}
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float4 frag(v2f i) : COLOR {
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return _Color;
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}
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ENDCG
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SubShader {
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Tags{ "Queue" = "Background" }
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Pass {
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ZTest Always Cull Off ZWrite On
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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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ENDCG
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}
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}
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}
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