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All Rights reserved. Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); you may not use the Oculus VR Rift SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at http://www.oculusvr.com/licenses/LICENSE-3.2 Unless required by applicable law or agreed to in writing, the Oculus VR SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ Shader "OVRGUIShader" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { Tags { "ForceSupported" = "True" "RenderType"="Overlay" "Queue"="Overlay" } Lighting Off Blend One OneMinusSrcAlpha Cull Off ZWrite Off Fog { Mode Off } ZTest Always Pass { GpuProgramID 48017 Program "vp" {} Program "fp" {} #LINE 74 #LINE 74 } } SubShader { Tags { "ForceSupported" = "True" "RenderType"="Overlay" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Fog { Mode Off } ZTest Always BindChannels { Bind "vertex", vertex Bind "color", color Bind "TexCoord", texcoord } Pass { SetTexture [_MainTex] { combine primary * texture DOUBLE, primary * texture DOUBLE } } } Fallback off } ‘»ø#line 36 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 36 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; uniform float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : COLOR { return 2.0f * tex2D(_MainTex, i.texcoord) * i.color; } Assets/OVR/Shaders’’’’Fė4šg—¦<åĒčĶŪä SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON