YiHe_AllVersion/YHWeb/Assets/3rdPlugins/FXAA/Shaders/Fxaa3.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FXAA3" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma glsl
#pragma target 3.0
#include "UnityCG.cginc"
#define FXAA_PC
#define FXAA_HLSL_3
#define FXAA_EARLY_EXIT 0
#include "Fxaa3_9.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform float4 _rcpFrame;
uniform float4 _rcpFrameOpt;
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 uvAux : TEXCOORD1;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
float2 uv = v.texcoord.xy;
o.uv = uv;
#if SHADER_API_D3D9
o.uv.y += _MainTex_TexelSize.y;
#endif
o.uvAux.xy = uv + float2( -_MainTex_TexelSize.x, +_MainTex_TexelSize.y ) * 0.5f;
o.uvAux.zw = uv + float2( +_MainTex_TexelSize.x, -_MainTex_TexelSize.y ) * 0.5f;
#if SHADER_API_D3D9
if ( _MainTex_TexelSize.y < 0 )
uv.y = 1 - uv.y;
#endif
return o;
}
half4 frag (v2f i) : COLOR
{
return FxaaPixelShader_Quality(
i.uv,
i.uvAux,
_MainTex,
_rcpFrame.xy,
_rcpFrameOpt );
}
ENDCG
}
}
Fallback off
}