| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 | Shader "AVProVideo/Internal/Preview"{	Properties	{		_MainTex("Texture", any) = "" {}	}	SubShader	{		Tags { "ForceSupported" = "True" }		Blend SrcAlpha OneMinusSrcAlpha		Lighting Off		Cull Off		ZWrite Off		ZTest Always		Pass		{			Name "ALPHA BLEND"			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#pragma target 2.0			#include "UnityCG.cginc"			#include "../AVProVideo.cginc"			struct appdata_t {				float4 vertex : POSITION;				fixed4 color : COLOR;				float2 texcoord : TEXCOORD0;				UNITY_VERTEX_INPUT_INSTANCE_ID			};			struct v2f {				float4 vertex : SV_POSITION;				fixed4 color : COLOR;				float2 texcoord : TEXCOORD0;				float2 clipUV : TEXCOORD1;				UNITY_VERTEX_OUTPUT_STEREO			};			uniform sampler2D _MainTex;			uniform sampler2D _GUIClipTexture;			uniform bool _ManualTex2SRGB;			uniform float4 _MainTex_ST;			uniform fixed4 _Color;			uniform float4x4 unity_GUIClipTextureMatrix;			v2f vert (appdata_t v)			{				v2f o;				UNITY_SETUP_INSTANCE_ID(v);				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);				o.vertex = UnityObjectToClipPos(v.vertex);				float3 eyePos = UnityObjectToViewPos(v.vertex);				o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));				o.color = v.color;				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);				return o;			}			fixed4 frag (v2f i) : SV_Target			{				fixed4 colTex = tex2D(_MainTex, i.texcoord);				if (_ManualTex2SRGB)					colTex.rgb = LinearToGamma(colTex.rgb);				fixed4 col = colTex * i.color;				col.a *= tex2D(_GUIClipTexture, i.clipUV).a;				return col;			}			ENDCG		}	}	Fallback off}
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