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For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); if (!s.isSupported) { NotSupported (); return false; } else { return false; } } protected void NotSupported () { enabled = false; isSupported = false; return; } protected void DrawBorder (RenderTexture dest, Material material) { float x1; float x2; float y1; float y2; RenderTexture.active = dest; bool invertY = true; // source.texelSize.y < 0.0ff; // Set up the simple Matrix GL.PushMatrix(); GL.LoadOrtho(); for (int i = 0; i < material.passCount; i++) { material.SetPass(i); float y1_; float y2_; if (invertY) { y1_ = 1.0f; y2_ = 0.0f; } else { y1_ = 0.0f; y2_ = 1.0f; } // left x1 = 0.0f; x2 = 0.0f + 1.0f/(dest.width*1.0f); y1 = 0.0f; y2 = 1.0f; GL.Begin(GL.QUADS); GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // right x1 = 1.0f - 1.0f/(dest.width*1.0f); x2 = 1.0f; y1 = 0.0f; y2 = 1.0f; GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // top x1 = 0.0f; x2 = 1.0f; y1 = 0.0f; y2 = 0.0f + 1.0f/(dest.height*1.0f); GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // bottom x1 = 0.0f; x2 = 1.0f; y1 = 1.0f - 1.0f/(dest.height*1.0f); y2 = 1.0f; GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); GL.End(); } GL.PopMatrix(); } } } PostEffectsBase UnityStandardAssets.ImageEffectsAssembly-CSharp-firstpass.dll