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Shader "VRChat/Panosphere" {
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Name "FORWARD"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#pragma multi_compile_fwdbase_fullshadows
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#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu
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#pragma target 3.0
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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float2 StereoPanoProjection( float3 coords ){
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float3 normalizedCoords = normalize(coords);
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float latitude = acos(normalizedCoords.y);
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float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
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float2 sphereCoords = float2(longitude, latitude) * float2(0.5/UNITY_PI, 1.0/UNITY_PI);
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sphereCoords = float2(0.5,1.0) - sphereCoords;
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return (sphereCoords + float4(0, 1-unity_StereoEyeIndex,1,0.5).xy) * float4(0, 1-unity_StereoEyeIndex,1,0.5).zw;
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}
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float2 MonoPanoProjection( float3 coords ){
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float3 normalizedCoords = normalize(coords);
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float latitude = acos(normalizedCoords.y);
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float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
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sphereCoords = float2(1.0,1.0) - sphereCoords;
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return (sphereCoords + float4(0, 1-unity_StereoEyeIndex,1,1.0).xy) * float4(0, 1-unity_StereoEyeIndex,1,1.0).zw;
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}
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uniform fixed _StereoEnabled;
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struct VertexInput {
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float4 vertex : POSITION;
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};
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struct VertexOutput {
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return o;
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////// Lighting:
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////// Emissive:
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float3 node_6020 = (viewDirection*(-1.0));
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(_StereoEnabled_var, _MainTex));
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float3 emissive = _MainTex_var.rgb;
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float3 finalColor = emissive;
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return fixed4(finalColor,1);
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}
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ENDCG
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user