UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-Unlit-AndroidOES...

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Shader "AVProVideo/Unlit/Opaque (texture+color+stereo support) - Android OES ONLY"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" { }
_ChromaTex("Chroma", 2D) = "gray" { } // For fallback shader
_Color("Main Color", Color) = (1,1,1,1) // For fallback shader
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
LOD 100
Lighting Off
Cull Off
Pass
{
GLSLPROGRAM
#pragma only_renderers gles3
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USING_DEFAULT_TEXTURE
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ USING_URP
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
#include "UnityCG.glslinc"
#if defined(STEREO_MULTIVIEW_ON)
UNITY_SETUP_STEREO_RENDERING
#endif
#define SHADERLAB_GLSL
#include "AVProVideo.cginc"
#ifdef VERTEX
out vec2 texVal;
uniform vec4 _MainTex_ST;
uniform mat4 _MainTex_Xfrm;
#if defined(STEREO_DEBUG)
out vec4 tint;
#endif
INLINE bool Android_IsStereoEyeLeft()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
return (eyeIndex == 0);
#else
return IsStereoEyeLeft();
#endif
}
void main()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex;
#else
gl_Position = XFormObjectToClip(gl_Vertex);
#endif
texVal = gl_MultiTexCoord0.xy;
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
texVal = (_MainTex_Xfrm * vec4(texVal.x, texVal.y, 0.0, 1.0)).xy;
texVal = TRANSFORM_TEX_ST(texVal, _MainTex_ST);
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
texVal.xy *= scaleOffset.xy;
texVal.xy += scaleOffset.zw;
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
#endif
}
#endif
#ifdef FRAGMENT
in vec2 texVal;
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
#if defined(STEREO_DEBUG)
in vec4 tint;
#endif
void main()
{
vec4 col = texture(_MainTex, texVal.xy);
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
#if defined(STEREO_DEBUG)
col *= tint;
#endif
gl_FragColor = col;
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
}