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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Decode.cginc
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/// @brief Deferred decode light buffer pass vertex & fragment shaders.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_DEFERRED_DECODE_CGINC
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#define ALLOY_SHADERS_DEFERRED_DECODE_CGINC
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sampler2D _LightBuffer;
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struct AFragmentInput {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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AFragmentInput aMainVertexShader(
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float4 vertex : POSITION,
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float2 texcoord : TEXCOORD0)
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{
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AFragmentInput o;
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o.vertex = UnityObjectToClipPos(vertex);
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o.texcoord = texcoord.xy;
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#ifdef UNITY_SINGLE_PASS_STEREO
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o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
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#endif
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return o;
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}
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fixed4 aMainFragmentShader(
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AFragmentInput i) : SV_Target
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{
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return -log2(tex2D(_LightBuffer, i.texcoord));
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}
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#endif // ALLOY_SHADERS_DEFERRED_DECODE_CGINC
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