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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Applies spherical projection to output.
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								//
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								//=============================================================================
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								using UnityEngine;
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								namespace Valve.VR
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								{
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								    [ExecuteInEditMode]
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								    public class SteamVR_SphericalProjection : MonoBehaviour
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								    {
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								        static Material material;
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								        public void Set(Vector3 N,
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								            float phi0, float phi1, float theta0, float theta1, // in degrees
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								            Vector3 uAxis, Vector3 uOrigin, float uScale,
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								            Vector3 vAxis, Vector3 vOrigin, float vScale)
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								        {
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								            if (material == null)
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								                material = new Material(Shader.Find("Custom/SteamVR_SphericalProjection"));
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								            material.SetVector("_N", new Vector4(N.x, N.y, N.z));
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								            material.SetFloat("_Phi0", phi0 * Mathf.Deg2Rad);
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								            material.SetFloat("_Phi1", phi1 * Mathf.Deg2Rad);
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								            material.SetFloat("_Theta0", theta0 * Mathf.Deg2Rad + Mathf.PI / 2);
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								            material.SetFloat("_Theta1", theta1 * Mathf.Deg2Rad + Mathf.PI / 2);
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								            material.SetVector("_UAxis", uAxis);
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								            material.SetVector("_VAxis", vAxis);
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								            material.SetVector("_UOrigin", uOrigin);
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								            material.SetVector("_VOrigin", vOrigin);
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								            material.SetFloat("_UScale", uScale);
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								            material.SetFloat("_VScale", vScale);
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								        }
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								        void OnRenderImage(RenderTexture src, RenderTexture dest)
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								        {
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								            Graphics.Blit(src, dest, material);
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								        }
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								    }
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								}
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