﻿Shader "Loonim/109" { // BounceCurve

Properties {
}

SubShader {
	Pass {
		
		Blend Off
		Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
		ZWrite Off
		
		CGPROGRAM
		
		#define NoInput
		#define NoDataInput
		#include "StdLoonimDraw.cginc"
		#include "StdLoonimColours.cginc"
		#pragma vertex vert
		#pragma fragment frag
		
		float4 frag(v2f i) : COLOR
		{
			float2 pt=i.uv;
			
			float v=abs(sin(pt.x));
			
			return float4(v,v,v,1);
			
		}
		
		ENDCG
	}
}

}