| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263 | //-----------------------------------------------------------------------------// Copyright 2014-2017 RenderHeads Ltd.  All rights reserved.//-----------------------------------------------------------------------------Shader "AVProVideo/Internal/BlendFrames"{	Properties	{		_MainTex("Before Texture", 2D) = "white" {}		_AfterTex("After Texture", 2D) = "white" {}		_t("t", Float) = 0.5	}		SubShader	{		Pass		{			ZTest Always Cull Off ZWrite Off			Fog{ Mode off }			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#pragma exclude_renderers flash xbox360 ps3 gles			#include "UnityCG.cginc"			#include "../AVProVideo.cginc"			uniform sampler2D _MainTex;			uniform sampler2D _AfterTex;			uniform float _t;			struct v2f 			{				float4 pos : POSITION;				float4 uv : TEXCOORD0;			};			v2f vert(appdata_img v)			{				v2f o;				o.uv = float4(0.0, 0.0, 0.0, 0.0);				o.pos = XFormObjectToClip(v.vertex);				o.uv.xy = v.texcoord.xy;				return o;			}			float4 frag(v2f i) : COLOR			{				float4 before = tex2D(_MainTex, i.uv.xy);				float4 after = tex2D(_AfterTex, i.uv.xy);				float4 result = ((1.0 -_t) * before) + (_t * after);				return result;			}			ENDCG		}	}	FallBack Off}
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