﻿Shader "HoloPlay/Simple Flip"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}

	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			float flipX;
			float flipY;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				float2 nuv = float2(i.uv.xy);
				nuv.x = (1.0 - flipX) * nuv.x + flipX * (1.0 - nuv.x);
				nuv.y = (1.0 - flipY) * nuv.y + flipY * (1.0 - nuv.y);
				fixed4 col = tex2D(_MainTex, nuv.xy);
				return col;
			}
			ENDCG
		}
	}
}