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Fixed weird tab issues
1 parent 7f17b03 commit 751d9e8

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-21
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+21
-21
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Assets/HoloToolkit/UI/Shaders/3DTextShader.shader

Lines changed: 21 additions & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -59,26 +59,26 @@ Shader "HoloToolkit/3DTextShader"
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struct appdata_t
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{
62-
float4 vertex : POSITION;
63-
half4 color : COLOR;
64-
float2 texcoord : TEXCOORD0;
62+
float4 vertex : POSITION;
63+
half4 color : COLOR;
64+
float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
70-
float4 vertex : POSITION;
71-
half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
70+
float4 vertex : POSITION;
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half4 color : COLOR;
72+
float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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78-
sampler2D _MainTex;
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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)
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UNITY_INSTANCING_CBUFFER_END
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v2f vert (appdata_t v)
@@ -87,23 +87,23 @@ Shader "HoloToolkit/3DTextShader"
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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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);
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#endif
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return o;
90+
o.vertex = UnityObjectToClipPos(v.vertex);
91+
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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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;
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}
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half4 frag (v2f i) : COLOR
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{
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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;
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}
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ENDCG
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}

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