| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 | Shader "AVProVideo/Internal/Blit"{	Properties	{		_SrcTex("Texture", 2D) = "white" { }	}	SubShader	{		Tags		{			"IgnoreProjector" = "True"			"PreviewType" = "Plane"		}		Lighting Off		Cull Off		ZWrite Off		ZTest Always		Pass        {			Name "BLIT"			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#include "UnityCG.cginc"			#include "../AVProVideo.cginc"			struct appdata_t			{				float4 vertex : POSITION;				float2 texcoord : TEXCOORD0;			};			struct v2f			{				float4 vertex : SV_POSITION;				float2 uv : TEXCOORD0;			};			uniform sampler2D _SrcTex;			uniform float4 _SrcTex_ST;			v2f vert(appdata_t v)			{				v2f o;				o.vertex = UnityObjectToClipPos(v.vertex);				o.uv = TRANSFORM_TEX(v.texcoord, _SrcTex);				return o;			}			half4 frag(v2f i) : SV_Target			{				if (i.uv.x < 0.0f || i.uv.y < 0.0f || i.uv.x > 1.0f || i.uv.y > 1.0f)					return half4(0.0f, 0.0f, 0.0f, 0.0f);				return SampleRGBA(_SrcTex, i.uv);			}			ENDCG		}	} 	Fallback off}
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