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Maze generator.
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Diff for: maze.shader

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Shader "Maze"
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{
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Properties
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{
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_scale ("Scale", Range(1.0,60.0)) = 30
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_hash ("Seed", Range(500.0,2000.0)) = 1000
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_color ("Color", Color) = (1.0,0.0,0.0,1.0)
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}
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Subshader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vertex_shader
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#pragma fragment pixel_shader
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#pragma target 4.0
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struct SHADERDATA
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float _scale, _hash;
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float4 _color;
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SHADERDATA vertex_shader (float4 vertex:POSITION, float2 uv:TEXCOORD0)
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{
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SHADERDATA vs;
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vs.vertex = UnityObjectToClipPos (vertex);
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vs.uv = uv;
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return vs;
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}
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float4 pixel_shader (SHADERDATA ps) : SV_TARGET
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{
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float2 uv = ps.uv * _scale;
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float hash = sin(12345.67*sin(_hash*length(ceil(uv))));
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float pattern = cos(3.14159265*(uv.y+uv.x*sign(hash)));
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return _color / pattern;
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}
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ENDCG
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}
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}
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}

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