﻿Shader "HOTATE/himo/memory_reset" {
	Properties {
		_key ("key(0~9999)",float) = 0
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue" = "Overlay-704"}
		LOD 100
		ZWrite off
		ZTest always
		Blend One Zero
		Cull off

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

			struct appdata {
				float4 vertex : POSITION;
				uint   vID	  : SV_VertexID;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			
			v2f vert (appdata v) {
				v2f o;
				o.vertex = jackpos[v.vID];
				o.uv = jackuv[v.vID];
				return o;
			}
			
			float4 frag (v2f i) : SV_Target {
				float4 col = float4(0.0,0.0,0.0,1.0);
				clip(jackR()-distance(memouv_lay(),i.uv));
				return col;
			}
			ENDCG
		}
	}
}
