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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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48
Assets/X-PostProcessing/Shaders/API/PSP2.hlsl
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48
Assets/X-PostProcessing/Shaders/API/PSP2.hlsl
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#define UNITY_UV_STARTS_AT_TOP 1
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#define UNITY_REVERSED_Z 0
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#define UNITY_GATHER_SUPPORTED 0
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#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 0
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName
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#define TEXTURE2D(textureName) sampler2D textureName
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#define SAMPLER2D(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
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#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize)
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#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod))
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#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) tex2D<float>(textureName, coord2).r
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#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) tex2Dlod<float>(textureName, float4(coord2, 0.0, lod)).r
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// 3D textures are not supported on Vita, use 2D to avoid compile errors.
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#define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler2D textureName
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#define TEXTURE3D(textureName) sampler2D textureName
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#define SAMPLER3D(samplerName)
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#define TEXTURE3D_ARGS(textureName, samplerName) sampler2D textureName
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex2D(textureName, coord3)
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#define UNITY_BRANCH
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#define UNITY_FLATTEN
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#define UNITY_UNROLL
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#define UNITY_LOOP
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#define UNITY_FASTOPT
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#define CBUFFER_START(name)
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#define CBUFFER_END
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#define FXAA_HLSL_3 1
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#define SMAA_HLSL_3 1
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// pragma exclude_renderers is only supported since Unity 2018.1 for compute shaders
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#if UNITY_VERSION < 201810 && !defined(SHADER_API_GLCORE)
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# define DISABLE_COMPUTE_SHADERS 1
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# define TRIVIAL_COMPUTE_KERNEL(name) [numthreads(1, 1, 1)] void name() {}
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#endif
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