<commit_before>Shader "Unlit/ARCameraShader"
{
	Properties
	{
    	_textureY ("TextureY", 2D) = "white" {}
        _textureCbCr ("TextureCbCr", 2D) = "black" {}
        _texCoordScale ("Texture Coordinate Scale", float) = 1.0
        _isPortrait ("Device Orientation", Int) = 0
	}
	SubShader
	{
		Cull Off
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
            ZWrite Off
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

            uniform float _texCoordScale;
            uniform int _isPortrait;
            float4x4 _TextureRotation;

			struct Vertex
			{
				float4 position : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct TexCoordInOut
			{
				float4 position : SV_POSITION;
				float2 texcoord : TEXCOORD0;
			};

			TexCoordInOut vert (Vertex vertex)
			{
				TexCoordInOut o;
				o.position = UnityObjectToClipPos(vertex.position); 
				if (_isPortrait == 1)
				{
					o.texcoord = float2(vertex.texcoord.x, -(vertex.texcoord.y - 0.5f) * _texCoordScale + 0.5f);
				}
				else
				{
					o.texcoord = float2((vertex.texcoord.x - 0.5f) * _texCoordScale + 0.5f, -vertex.texcoord.y);
				}
				o.texcoord = mul(_TextureRotation, float4(o.texcoord,0,1)).xy;
	            <commit_msg>Fix texture scaling,fix copy pasta mistake<commit_after>Shader "Unlit/ARCameraShader"
{
	Properties
	{
    	_textureY ("TextureY", 2D) = "white" {}
        _textureCbCr ("TextureCbCr", 2D) = "black" {}
        _texCoordScale ("Texture Coordinate Scale", float) = 1.0
        _isPortrait ("Device Orientation", Int) = 0
	}
	SubShader
	{
		Cull Off
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
            ZWrite Off
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

            uniform float _texCoordScale;
            uniform int _isPortrait;
            float4x4 _TextureRotation;

			struct Vertex
			{
				float4 position : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct TexCoordInOut
			{
				float4 position : SV_POSITION;
				float2 texcoord : TEXCOORD0;
			};

			TexCoordInOut vert (Vertex vertex)
			{
				TexCoordInOut o;
				o.position = UnityObjectToClipPos(vertex.position); 
				if (_isPortrait == 1)
				{
					o.texcoord = float2((vertex.texcoord.x - 0.5f) / _texCoordScale + 0.5f, 1 - vertex.texcoord.y);
				}
				else
				{
					o.texcoord = float2(vertex.texcoord.x, -(vertex.texcoord.y - 0.5f) / _texCoordScale + 0.5f);
				}
				o.texcoord = mul(_TextureRotation, float4(o.texcoord,0,1)).xy;
	            
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{'dir': 'git-commits-cleaned', 'id': '6988817', 'n_tokens_mistral': 1105, 'n_tokens_neox': 890, 'n_words': 190}