@@ -59,26 +59,26 @@ Shader "HoloToolkit/3DTextShader"
5959
6060 struct appdata_t
6161 {
62- float4 vertex : POSITION ;
63- half4 color : COLOR ;
64- float2 texcoord : TEXCOORD0 ;
62+ float4 vertex : POSITION ;
63+ half4 color : COLOR ;
64+ float2 texcoord : TEXCOORD0 ;
6565 UNITY_VERTEX_INPUT_INSTANCE_ID
6666 };
6767
6868 struct v2f
6969 {
70- float4 vertex : POSITION ;
71- half4 color : COLOR ;
72- float2 texcoord : TEXCOORD0 ;
70+ float4 vertex : POSITION ;
71+ half4 color : COLOR ;
72+ float2 texcoord : TEXCOORD0 ;
7373 UNITY_VERTEX_INPUT_INSTANCE_ID
7474 UNITY_VERTEX_OUTPUT_STEREO
7575
7676 };
7777
78- sampler2D _MainTex;
79- float4 _MainTex_ST;
78+ sampler2D _MainTex;
79+ float4 _MainTex_ST;
8080 UNITY_INSTANCING_CBUFFER_START (Props)
81- UNITY_DEFINE_INSTANCED_PROP (fixed4 , _Color)
81+ UNITY_DEFINE_INSTANCED_PROP (fixed4 , _Color)
8282 UNITY_INSTANCING_CBUFFER_END
8383
8484 v2f vert (appdata_t v)
@@ -87,23 +87,23 @@ Shader "HoloToolkit/3DTextShader"
8787 UNITY_SETUP_INSTANCE_ID (v);
8888 UNITY_TRANSFER_INSTANCE_ID (v, o);
8989 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO (o);
90- o.vertex = UnityObjectToClipPos (v.vertex);
91- o.texcoord = TRANSFORM_TEX (v.texcoord, _MainTex);
92- o.color = v.color;
93- #ifdef UNITY_HALF_TEXEL_OFFSET
94- o.vertex.xy += (_ScreenParams .zw-1.0 )*float2 (-1 ,1 );
95- #endif
96- return o;
90+ o.vertex = UnityObjectToClipPos (v.vertex);
91+ o.texcoord = TRANSFORM_TEX (v.texcoord, _MainTex);
92+ o.color = v.color;
93+ #ifdef UNITY_HALF_TEXEL_OFFSET
94+ o.vertex.xy += (_ScreenParams .zw-1.0 )*float2 (-1 ,1 );
95+ #endif
96+ return o;
9797 }
9898
9999 half4 frag (v2f i) : COLOR
100100 {
101101 UNITY_SETUP_INSTANCE_ID (i);
102- half4 col = i.color;
103- col.a *= tex2D (_MainTex, i.texcoord).a;
104- col = col * UNITY_ACCESS_INSTANCED_PROP (_Color);
105- clip (col.a - 0.01 );
106- return col;
102+ half4 col = i.color;
103+ col.a *= tex2D (_MainTex, i.texcoord).a;
104+ col = col * UNITY_ACCESS_INSTANCED_PROP (_Color);
105+ clip (col.a - 0.01 );
106+ return col;
107107 }
108108 ENDCG
109109 }
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