shader fixes
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Shader "QO/Effect/CrossFade1" {
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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lowp vec2 tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = _glesMultiTexCoord0.xy;
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tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = tmpvar_1;
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}
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#endif
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#ifdef FRAGMENT
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _time;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump vec4 t0_1;
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highp float alpha_2;
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mediump vec4 toImage_3;
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mediump vec4 fromImage_4;
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_tex0, xlv_TEXCOORD0);
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fromImage_4 = tmpvar_5;
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lowp vec4 tmpvar_6;
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tmpvar_6 = texture2D (_tex1, xlv_TEXCOORD0);
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toImage_3 = tmpvar_6;
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lowp float tmpvar_7;
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tmpvar_7 = min (1.0, max (0.0, _time));
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mediump float tmpvar_8;
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tmpvar_8 = (fromImage_4.w * (1.0 - tmpvar_7));
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alpha_2 = tmpvar_8;
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highp vec4 tmpvar_9;
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tmpvar_9.xyz = (fromImage_4.xyz * alpha_2);
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tmpvar_9.w = alpha_2;
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t0_1 = tmpvar_9;
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mediump vec4 tmpvar_10;
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tmpvar_10.w = 1.0;
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tmpvar_10.xyz = (t0_1.xyz + (toImage_3.xyz * (1.0 - t0_1.w)));
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gl_FragData[0] = tmpvar_10;
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}
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#endif"
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}
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}
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Program "fp" {
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SubProgram "gles " {
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"!!GLES"
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}
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}
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}
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}
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Fallback "VertexLit"
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}
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@@ -0,0 +1,98 @@
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Shader "QO/Effect/Transition1" {
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_tex2 ("_tex2 : Pattern (GrayScale)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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_grad ("_grad : Gradation Level", Float) = 0.1
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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lowp vec2 tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = _glesMultiTexCoord0.xy;
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tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = tmpvar_1;
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}
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#endif
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#ifdef FRAGMENT
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _grad;
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uniform lowp float _time;
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uniform sampler2D _tex2;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump float grad_1;
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mediump vec4 toImage_2;
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mediump vec4 fromImage_3;
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mediump vec3 trans_4;
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lowp vec3 tmpvar_5;
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tmpvar_5 = texture2D (_tex2, xlv_TEXCOORD0).xyz;
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trans_4 = tmpvar_5;
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lowp vec4 tmpvar_6;
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tmpvar_6.w = 1.0;
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tmpvar_6.xyz = texture2D (_tex0, xlv_TEXCOORD0).xyz;
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fromImage_3 = tmpvar_6;
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lowp vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = texture2D (_tex1, xlv_TEXCOORD0).xyz;
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toImage_2 = tmpvar_7;
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lowp float tmpvar_8;
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tmpvar_8 = (_grad * 0.5);
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grad_1 = tmpvar_8;
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mediump float tmpvar_9;
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tmpvar_9 = max (0.0, (trans_4.x - grad_1));
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mediump float t_10;
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t_10 = max (min (((_time - tmpvar_9) / (min (1.0, (trans_4.x + grad_1)) - tmpvar_9)), 1.0), 0.0);
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mediump vec4 tmpvar_11;
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tmpvar_11.xyz = toImage_2.xyz;
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tmpvar_11.w = (toImage_2.w * (t_10 * (t_10 * (3.0 - (2.0 * t_10)))));
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mediump vec4 tmpvar_12;
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tmpvar_12.xyz = fromImage_3.xyz;
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tmpvar_12.w = (1.0 - tmpvar_11.w);
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mediump vec4 tmpvar_13;
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tmpvar_13.xyz = ((toImage_2.xyz * tmpvar_11.w) + (fromImage_3.xyz * tmpvar_12.w));
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tmpvar_13.w = (tmpvar_11.w + tmpvar_12.w);
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gl_FragData[0] = tmpvar_13;
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}
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#endif"
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}
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}
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Program "fp" {
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SubProgram "gles " {
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"!!GLES"
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}
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}
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}
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}
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Fallback "VertexLit"
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}
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