1414// . . . . . . .
1515half4 DownsampleBox13Tap (TEXTURE2D_ARGS (tex, samplerTex), float2 uv, float2 texelSize)
1616{
17- half4 A = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 (-1.0 , -1.0 ));
18- half4 B = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 0.0 , -1.0 ));
19- half4 C = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 1.0 , -1.0 ));
20- half4 D = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 (-0.5 , -0.5 ));
21- half4 E = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 0.5 , -0.5 ));
22- half4 F = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 (-1.0 , 0.0 ));
23- half4 G = SAMPLE_TEXTURE2D (tex, samplerTex, uv );
24- half4 H = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 1.0 , 0.0 ));
25- half4 I = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 (-0.5 , 0.5 ));
26- half4 J = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 0.5 , 0.5 ));
27- half4 K = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 (-1.0 , 1.0 ));
28- half4 L = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 0.0 , 1.0 ));
29- half4 M = SAMPLE_TEXTURE2D (tex, samplerTex, uv + texelSize * float2 ( 1.0 , 1.0 ));
17+ half4 A = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 (-1.0 , -1.0 ) ));
18+ half4 B = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 0.0 , -1.0 ) ));
19+ half4 C = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 1.0 , -1.0 ) ));
20+ half4 D = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 (-0.5 , -0.5 ) ));
21+ half4 E = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 0.5 , -0.5 ) ));
22+ half4 F = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 (-1.0 , 0.0 ) ));
23+ half4 G = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv ) );
24+ half4 H = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 1.0 , 0.0 ) ));
25+ half4 I = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 (-0.5 , 0.5 ) ));
26+ half4 J = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 0.5 , 0.5 ) ));
27+ half4 K = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 (-1.0 , 1.0 ) ));
28+ half4 L = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 0.0 , 1.0 ) ));
29+ half4 M = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + texelSize * float2 ( 1.0 , 1.0 ) ));
3030
3131 half2 div = (1.0 / 4.0 ) * half2 (0.5 , 0.125 );
3232
@@ -45,10 +45,10 @@ half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texel
4545 float4 d = texelSize.xyxy * float4 (-1.0 , -1.0 , 1.0 , 1.0 );
4646
4747 half4 s;
48- s = (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xy));
49- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zy));
50- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xw));
51- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zw));
48+ s = (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xy) ));
49+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zy) ));
50+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xw) ));
51+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zw) ));
5252
5353 return s * (1.0 / 4.0 );
5454}
@@ -59,17 +59,17 @@ half4 UpsampleTent(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize,
5959 float4 d = texelSize.xyxy * float4 (1.0 , 1.0 , -1.0 , 0.0 ) * sampleScale;
6060
6161 half4 s;
62- s = SAMPLE_TEXTURE2D (tex, samplerTex, uv - d.xy);
63- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv - d.wy) * 2.0 ;
64- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv - d.zy);
62+ s = SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv - d.xy) );
63+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv - d.wy) ) * 2.0 ;
64+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv - d.zy) );
6565
66- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zw) * 2.0 ;
67- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv ) * 4.0 ;
68- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xw) * 2.0 ;
66+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zw) ) * 2.0 ;
67+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv ) ) * 4.0 ;
68+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xw) ) * 2.0 ;
6969
70- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zy);
71- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.wy) * 2.0 ;
72- s += SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xy);
70+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zy) );
71+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.wy) ) * 2.0 ;
72+ s += SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xy) );
7373
7474 return s * (1.0 / 16.0 );
7575}
@@ -80,10 +80,10 @@ half4 UpsampleBox(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize,
8080 float4 d = texelSize.xyxy * float4 (-1.0 , -1.0 , 1.0 , 1.0 ) * (sampleScale * 0.5 );
8181
8282 half4 s;
83- s = (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xy));
84- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zy));
85- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.xw));
86- s += (SAMPLE_TEXTURE2D (tex, samplerTex, uv + d.zw));
83+ s = (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xy) ));
84+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zy) ));
85+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.xw) ));
86+ s += (SAMPLE_TEXTURE2D (tex, samplerTex, UnityStereoTransformScreenSpaceTex ( uv + d.zw) ));
8787
8888 return s * (1.0 / 4.0 );
8989}
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