cvr-props/Assets/test/QRCode.shader

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Shader "CrispyPin/QRCode" {
Properties {
[HideInInspector]
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_("",2D)=""{}
_Version("Version", Range(1, 40)) = 1
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}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface s Standard
struct Input{float2 uv_;};
uint _Version;
#define VERSION _Version
#define WIDTH (17 + VERSION * 4)
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#define PIXEL_WIDTH WIDTH
// #define PIXEL_WIDTH 177
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#define ALIGNERS ((VERSION / 7) + 2)
#define ALIGNER_SPACING_IDEAL ((WIDTH - 13) / (ALIGNERS-1))
#define ALIGNER_SPACING (ALIGNER_SPACING_IDEAL + ALIGNER_SPACING_IDEAL % 2)
#define MISALIGNMENT ((WIDTH - 13) - ALIGNER_SPACING * ALIGNERS)
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#define EC_LEVEL_L 1
#define EC_LEVEL_M 0
#define EC_LEVEL_Q 3
#define EC_LEVEL_H 2
#define EC_LEVEL EC_LEVEL_L
#define MASK_TYPE 1
static const uint FORMAT_BIT_SETS[32] = {0x5412, 0x5125, 0x5e7c, 0x5b4b, 0x45f9, 0x40ce, 0x4f97, 0x4aa0, 0x77c4, 0x72f3, 0x7daa, 0x789d, 0x662f, 0x6318, 0x6c41, 0x6976, 0x1689, 0x13be, 0x1ce7, 0x19d0, 0x0762, 0x0255, 0x0d0c, 0x083b, 0x355f, 0x3068, 0x3f31, 0x3a06, 0x24b4, 0x2183, 0x2eda, 0x2bed};
#define FORMAT_BITS_RAW ((EC_LEVEL << 3) | MASK_TYPE)
#define FORMAT_BITS FORMAT_BIT_SETS[FORMAT_BITS_RAW]
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/*
v = 15
width = 77
aligners = 4
spacing = (77-13)/3
*/
#define WHITE 1
#define BLACK 0
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#define PINK float3(1, .3, .5)
#define BLUE float3(0, .4, .7)
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float3 finder_pattern(uint x, uint y) {
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if (x < 6 && x > 0 && y < 6 && y > 0) return !(x < 5 && x > 1 && y < 5 && y > 1);
return (x > 6 || y > 6);
}
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float3 main (float2 uv){
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const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421};
uv.y = 1 - uv.y;
uv = uv * 1.5 - 0.25;
// Quiet zone
if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1) return 1;
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uint px = uv.x * PIXEL_WIDTH;
uint py = uv.y * PIXEL_WIDTH;
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// Finder patterns
if (px < 8 && py < 8) return finder_pattern(px, py);
if (px < 8 && py > WIDTH - 9) return finder_pattern(px, py - WIDTH + 7);
if (px > WIDTH - 9 && py < 8) return finder_pattern(px - WIDTH + 7, py);
// filler pixel
if (px == 8 && py == WIDTH - 8) return 0;
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// Timing patterns
if (px == 6) return py & 1;
if (py == 6) return px & 1;
// Aligners
if (VERSION > 1
&& (px > 12 || py > 12) // top left
&& (px < WIDTH - 13 || py > 12) // top right
&& (py < WIDTH - 13 || px > 12) // bottom left
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) {
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uint x = px + ALIGNER_SPACING - 4;
uint y = py + ALIGNER_SPACING - 4;
if (px > 12) x -= MISALIGNMENT;
if (py > 12) y -= MISALIGNMENT;
x %= ALIGNER_SPACING;
y %= ALIGNER_SPACING;
if (x < 5 && y < 5) {
return (x < 4 && x > 0 && y < 4 && y > 0 && !(x == 2 && y == 2));
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}
}
// Format bits
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// left
if (px < 6 && py == 8) return (FORMAT_BITS & (1 << (14 - px))) == 0;
if (px == 7 && py == 8) return (FORMAT_BITS & (1 << 8)) == 0;
// right
if (px > WIDTH - 9 && py == 8) return (FORMAT_BITS & (1 << (WIDTH - 1 - px))) == 0;
// top
if (px == 8 && py < 6) return (FORMAT_BITS & (1 << py)) == 0;
if (px == 8 && py < 9) return (FORMAT_BITS & (1 << (py-1))) == 0;
// bottom
if (px == 8 && py > WIDTH - 8) return (FORMAT_BITS & (1 << py + 15 - WIDTH)) == 0;
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uint column = (WIDTH - px - (px > 6))/2;
uint direction_up = column & 1;
// return lerp(BLUE, PINK, column / (WIDTH/2.));
return lerp(BLUE, PINK, (px+py)&1);
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// return float3((px%5)/5., (px/10+py/10)&1, (py%5)/5.);
// return float3((px/8 + py/8) & 1, (px/2 + py/2) & 1, (px/4 + py/4) & 1, 1);
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// return direction_up;
return 0.5;
}
void s (Input IN, inout SurfaceOutputStandard o) { o.Albedo = main(IN.uv_); }
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ENDCG
}}