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Merge pull request PavelDoGreat#4 from danoli3/master
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PavelDoGreat authored Aug 21, 2017
2 parents 73afc85 + db836c9 commit 0740465
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Showing 3 changed files with 10 additions and 8 deletions.
Binary file modified SuperBlur/Material/SuperBlurPostEffect.mat
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Binary file modified SuperBlur/Material/SuperBlurUI.mat
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18 changes: 10 additions & 8 deletions SuperBlur/Shader/SuperBlurPostEffect.shader
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
Shader "Custom/SuperBlurPostEffect"
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/SuperBlurPostEffect"
{
Properties
{
Expand Down Expand Up @@ -53,7 +55,7 @@
{
vertexOutput OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.uv;

return OUT;
Expand All @@ -72,7 +74,7 @@
{
output_5tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset = float2(_MainTex_TexelSize.x * _Radius * 1.33333333, 0.0);

Expand All @@ -93,7 +95,7 @@
{
output_5tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset = float2(0.0, _MainTex_TexelSize.y * _Radius * 1.33333333);

Expand Down Expand Up @@ -132,7 +134,7 @@
{
output_9tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset1 = float2(_MainTex_TexelSize.x * _Radius * 1.38461538, 0.0);
float2 offset2 = float2(_MainTex_TexelSize.x * _Radius * 3.23076923, 0.0);
Expand All @@ -156,7 +158,7 @@
{
output_9tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset1 = float2(0.0, _MainTex_TexelSize.y * _Radius * 1.38461538);
float2 offset2 = float2(0.0, _MainTex_TexelSize.y * _Radius * 3.23076923);
Expand Down Expand Up @@ -202,7 +204,7 @@
{
output_13tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset1 = float2(_MainTex_TexelSize.x * _Radius * 1.41176470, 0.0);
float2 offset2 = float2(_MainTex_TexelSize.x * _Radius * 3.29411764, 0.0);
Expand All @@ -229,7 +231,7 @@
{
output_13tap OUT;

OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.vertex = UnityObjectToClipPos(IN.vertex);

float2 offset1 = float2(0.0, _MainTex_TexelSize.y * _Radius * 1.41176470);
float2 offset2 = float2(0.0, _MainTex_TexelSize.y * _Radius * 3.29411764);
Expand Down

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