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+ //source: https://www.shadertoy.com/view/XlXcW4
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+ Shader "Integer Hash"
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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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+
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+ static const uint k = 1103515245U;
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+
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+ struct custom_type
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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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+
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+ float3 hash ( uint3 x )
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+ {
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+ x = ((x>>8U)^x.yzx)*k;
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+ x = ((x>>8U)^x.yzx)*k;
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+ x = ((x>>8U)^x.yzx)*k;
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+ return float3 (x)*(1.0 /float (0xffffffffU));
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+ }
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+
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+ custom_type vertex_shader (float4 vertex:POSITION , float2 uv:TEXCOORD0 )
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+ {
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+ custom_type 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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+
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+ float4 pixel_shader (custom_type ps) : COLOR
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+ {
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+ uint2 resolution = uint2 (1024 ,1024 );
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+ uint3 p = uint3 (ps.uv.xy*resolution,_Time .g*60 );
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+ return float4 (hash (p),1.0 );
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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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