Added Unity project files
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class PostEffectsBase : MonoBehaviour
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{
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protected bool supportHDRTextures = true;
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protected bool supportDX11 = false;
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protected bool isSupported = true;
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private List<Material> createdMaterials = new List<Material>();
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protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
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{
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if (!s)
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{
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Debug.Log("Missing shader in " + ToString());
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enabled = false;
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return null;
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}
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if (s.isSupported && m2Create && m2Create.shader == s)
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return m2Create;
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if (!s.isSupported)
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{
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NotSupported();
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Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
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return null;
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}
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m2Create = new Material(s);
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createdMaterials.Add(m2Create);
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m2Create.hideFlags = HideFlags.DontSave;
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return m2Create;
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}
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protected Material CreateMaterial(Shader s, Material m2Create)
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{
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if (!s)
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{
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Debug.Log("Missing shader in " + ToString());
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return null;
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}
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if (m2Create && (m2Create.shader == s) && (s.isSupported))
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return m2Create;
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if (!s.isSupported)
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{
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return null;
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}
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m2Create = new Material(s);
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createdMaterials.Add(m2Create);
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m2Create.hideFlags = HideFlags.DontSave;
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return m2Create;
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}
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void OnEnable()
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{
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isSupported = true;
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}
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void OnDestroy()
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{
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RemoveCreatedMaterials();
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}
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private void RemoveCreatedMaterials()
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{
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while (createdMaterials.Count > 0)
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{
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Material mat = createdMaterials[0];
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createdMaterials.RemoveAt(0);
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#if UNITY_EDITOR
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DestroyImmediate(mat);
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#else
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Destroy(mat);
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#endif
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}
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}
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protected bool CheckSupport()
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{
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return CheckSupport(false);
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}
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public virtual bool CheckResources()
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{
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Debug.LogWarning("CheckResources () for " + ToString() + " should be overwritten.");
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return isSupported;
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}
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protected void Start()
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{
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CheckResources();
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}
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protected bool CheckSupport(bool needDepth)
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{
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isSupported = true;
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supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
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supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;
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#if !UNITY_2019_1_OR_NEWER
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if (!SystemInfo.supportsImageEffects)
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{
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NotSupported();
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return false;
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}
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#endif
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if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
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{
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NotSupported();
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return false;
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}
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if (needDepth)
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GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
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return true;
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}
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protected bool CheckSupport(bool needDepth, bool needHdr)
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{
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if (!CheckSupport(needDepth))
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return false;
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if (needHdr && !supportHDRTextures)
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{
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NotSupported();
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return false;
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}
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return true;
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}
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public bool Dx11Support()
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{
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return supportDX11;
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}
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protected void ReportAutoDisable()
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{
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Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform.");
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}
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// deprecated but needed for old effects to survive upgrading
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bool CheckShader(Shader s)
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{
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Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
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if (!s.isSupported)
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{
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NotSupported();
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return false;
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}
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else
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{
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return false;
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}
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}
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protected void NotSupported()
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{
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enabled = false;
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isSupported = false;
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return;
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}
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protected void DrawBorder(RenderTexture dest, Material material)
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{
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float x1;
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float x2;
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float y1;
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float y2;
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RenderTexture.active = dest;
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bool invertY = true; // source.texelSize.y < 0.0ff;
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// Set up the simple Matrix
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GL.PushMatrix();
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GL.LoadOrtho();
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for (int i = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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float y1_; float y2_;
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if (invertY)
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{
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y1_ = 1.0f; y2_ = 0.0f;
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}
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else
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{
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y1_ = 0.0f; y2_ = 1.0f;
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}
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// left
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x1 = 0.0f;
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x2 = 0.0f + 1.0f / (dest.width * 1.0f);
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y1 = 0.0f;
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y2 = 1.0f;
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GL.Begin(GL.QUADS);
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GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
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GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
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GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
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GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
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// right
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x1 = 1.0f - 1.0f / (dest.width * 1.0f);
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x2 = 1.0f;
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y1 = 0.0f;
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y2 = 1.0f;
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GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
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GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
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GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
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GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
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// top
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x1 = 0.0f;
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x2 = 1.0f;
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y1 = 0.0f;
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y2 = 0.0f + 1.0f / (dest.height * 1.0f);
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GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
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GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
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GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
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GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
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// bottom
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x1 = 0.0f;
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x2 = 1.0f;
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y1 = 1.0f - 1.0f / (dest.height * 1.0f);
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y2 = 1.0f;
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GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
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GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
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GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
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GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
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GL.End();
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}
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GL.PopMatrix();
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}
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}
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