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Shader "LeapMotion/Passthrough/Background" {
SubShader {
Tags {"Queue"="Background" "IgnoreProjector"="True"}
Cull Off
Zwrite Off
Blend One Zero
Pass{
CGPROGRAM
#include "Assets/LeapMotion/Core/Resources/LeapCG.cginc"
#include "UnityCG.cginc"
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
uniform float _LeapGlobalColorSpaceGamma;
struct frag_in{
float4 position : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
frag_in vert(appdata_img v){
frag_in o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPos = LeapGetWarpedScreenPos(o.position);
return o;
}
float4 frag (frag_in i) : COLOR {
return float4(LeapGetStereoColor(i.screenPos), 1);
}
ENDCG
}
}
Fallback off
}
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