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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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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 ReflectionAdd.cginc
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/// @brief Deferred reflection buffer add pass vertex & fragment shaders.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC
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#define ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC
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#include "UnityCG.cginc"
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sampler2D _CameraReflectionsTexture;
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struct AFragmentInput {
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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AFragmentInput aMainVertexShader(
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float3 vertex : POSITION)
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{
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AFragmentInput o;
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o.pos = UnityObjectToClipPos(vertex);
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o.uv = ComputeScreenPos(o.pos).xy;
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return o;
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}
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half4 aMainFragmentShader(
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AFragmentInput i) : SV_Target
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{
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half4 c = tex2D(_CameraReflectionsTexture, i.uv);
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#ifdef UNITY_HDR_ON
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return float4(c.rgb, 0.0f);
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#else
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return float4(exp2(-c.rgb), 0.0f);
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#endif
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}
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#endif // ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC
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