Shader "Hidden/Post FX/Blit" 
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{ 
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    Properties 
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    { 
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        _MainTex("Main Texture", 2D) = "white" {} 
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    } 
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    CGINCLUDE 
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        #include "UnityCG.cginc" 
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        #include "Common.cginc" 
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        struct Varyings 
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        { 
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            float2 uv : TEXCOORD0; 
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            float4 vertex : SV_POSITION; 
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        }; 
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        Varyings VertBlit(AttributesDefault v) 
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        { 
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            Varyings o; 
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            o.vertex = UnityObjectToClipPos(v.vertex); 
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            o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); 
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            return o; 
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        } 
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        half4 FragBlit(Varyings i) : SV_Target 
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        { 
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            half4 col = tex2D(_MainTex, i.uv); 
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            return col; 
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        } 
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    ENDCG 
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    SubShader 
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    { 
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        Cull Off ZWrite Off ZTest Always 
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        Pass 
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        { 
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            CGPROGRAM 
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                #pragma vertex VertBlit 
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                #pragma fragment FragBlit 
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            ENDCG 
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        } 
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    } 
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} 
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