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PostProcessing/Shaders/StdLib.hlsl

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@@ -242,10 +242,6 @@ VaryingsDefault VertDefault(AttributesDefault v)
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VaryingsDefault o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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// Most frag shaders that use texcoord do appear to use
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// UnityStereoTransformScreenSpaceTex, but I need to
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// manually inspect each shader.
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// Seems like they'd be better off with the transform in the vert
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);

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