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							- 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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