mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 06:58:00 +01:00
378 lines
6.3 KiB
Text
378 lines
6.3 KiB
Text
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// Amplify Bloom - Advanced Bloom Post-Effect for Unity
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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Shader "Hidden/AmplifyBloom"
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{
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Properties
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{
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_MainTex ( " ", 2D ) = "black" {}
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_AnamorphicRTS0 ( " ",2D ) = "black"{}
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_AnamorphicRTS1 ( " ",2D ) = "black"{}
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_AnamorphicRTS2 ( " ",2D ) = "black"{}
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_AnamorphicRTS3 ( " ",2D ) = "black"{}
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_AnamorphicRTS4 ( " ",2D ) = "black"{}
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_AnamorphicRTS5 ( " ",2D ) = "black"{}
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_AnamorphicRTS6 ( " ",2D ) = "black"{}
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_AnamorphicRTS7 ( " ",2D ) = "black"{}
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_LensFlareLUT( " ",2D ) = "black"{}
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}
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CGINCLUDE
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "BloomLib.cginc"
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#pragma multi_compile __ AB_HIGH_PRECISION
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uniform float4 _MainTex_TexelSize;// x - 1/width y - 1/height z- width w - height
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struct v2f_img_custom
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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#if UNITY_UV_STARTS_AT_TOP
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float4 uv2 : TEXCOORD1;
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#endif
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};
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v2f_img_custom vert_img_custom ( appdata_img v )
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{
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v2f_img_custom o;
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o.pos = mul ( UNITY_MATRIX_MVP, v.vertex );
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o.uv = float4( v.texcoord.xy, 1, 1 );
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#ifdef UNITY_HALF_TEXEL_OFFSET
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o.uv.y += _MainTex_TexelSize.y;
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#endif
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#if UNITY_UV_STARTS_AT_TOP
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o.uv2 = float4( v.texcoord.xy, 1, 1 );
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if ( _MainTex_TexelSize.y < 0.0 )
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o.uv.y = 1.0 - o.uv.y;
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#endif
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return o;
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}
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#include "BloomFrag.cginc"
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Pass//0
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{
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Name "frag_threshold"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_threshold
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ENDCG
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}
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Pass//1
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{
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Name "frag_thresholdMask"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_thresholdMask
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ENDCG
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}
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Pass//2
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{
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Name "frag_anamorphicGlare"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_anamorphicGlare
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ENDCG
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}
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Pass//3
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{
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Name "frag_lensFlare0"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare0
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ENDCG
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}
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Pass//4
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{
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Name "frag_lensFlare1"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare1
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ENDCG
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}
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Pass//5
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{
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Name "frag_lensFlare2"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare2
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ENDCG
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}
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Pass//6
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{
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Name "frag_lensFlare3"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare3
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ENDCG
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}
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Pass//7
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{
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Name "frag_lensFlare4"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare4
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ENDCG
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}
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Pass//8
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{
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Name "frag_lensFlare5"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_lensFlare5
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ENDCG
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}
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Pass//9
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{
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Name "frag_downsamplerNoWeightedAvg"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_downsamplerNoWeightedAvg
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ENDCG
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}
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Pass//10
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{
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Name "frag_downsampler_with_karis"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_downsampler_with_karis
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ENDCG
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}
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Pass//11
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{
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Name "frag_downsampler_without_karis"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_downsampler_without_karis
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ENDCG
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}
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Pass//12
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{
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Name "frag_downsampler_temp_filter_with_karis"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_downsampler_temp_filter_with_karis
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ENDCG
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}
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Pass//13
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{
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Name "frag_downsampler_temp_filter_without_karis"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_downsampler_temp_filter_without_karis
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ENDCG
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}
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Pass//14
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{
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Name "frag_horizontal_gaussian_blur"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_horizontal_gaussian_blur
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ENDCG
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}
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Pass//15
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{
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Name "frag_vertical_gaussian_blur"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_vertical_gaussian_blur
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ENDCG
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}
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Pass//16
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{
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Name "frag_vertical_gaussian_blur_temp_filter"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_vertical_gaussian_blur_temp_filter
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ENDCG
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}
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Pass//17
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{
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Name "frag_upscaleTentFirstPass"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_upscaleTentFirstPass
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ENDCG
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}
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Pass//18
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{
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Name "frag_upscaleTent"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_upscaleTent
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ENDCG
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}
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Pass//19
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{
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Name "frag_weightedAddPS1"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS1
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ENDCG
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}
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Pass//20
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{
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Name "frag_weightedAddPS2"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS2
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ENDCG
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}
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Pass//21
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{
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Name "frag_weightedAddPS3"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS3
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ENDCG
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}
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Pass//22
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{
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Name "frag_weightedAddPS4"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS4
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ENDCG
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}
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Pass//23
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{
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Name "frag_weightedAddPS5"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS5
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ENDCG
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}
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Pass//24
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{
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Name "frag_weightedAddPS6"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS6
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ENDCG
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}
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Pass//25
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{
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Name "frag_weightedAddPS7"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS7
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ENDCG
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}
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Pass//26
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{
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Name "frag_weightedAddPS8"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_weightedAddPS8
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ENDCG
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}
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Pass//27
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{
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Name "frag_BokehFiltering"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehFiltering
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ENDCG
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}
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Pass//28
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{
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Name "frag_BokehComposition2S"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehComposition2S
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ENDCG
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}
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Pass//29
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{
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Name "frag_BokehComposition3S"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehComposition3S
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ENDCG
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}
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Pass//30
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{
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Name "frag_BokehComposition4S"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehComposition4S
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ENDCG
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}
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Pass//31
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{
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Name "frag_BokehComposition5S"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehComposition5S
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ENDCG
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}
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Pass//32
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{
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Name "frag_BokehComposition6S"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_BokehComposition6S
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ENDCG
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}
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Pass//33
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{
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Name "frag_decode"
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_decode
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ENDCG
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}
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}
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}
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