UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/Resources/AVProVideo-Internal-UI-Andr...

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Shader "AVProVideo/Internal/UI/Stereo - AndroidOES"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "balck" { }
[PerRendererData] _ChromaTex("Sprite Texture", 2D) = "gray" { }
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
[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
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
GLSLPROGRAM
#pragma only_renderers gles3
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USING_DEFAULT_TEXTURE
#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
INLINE bool Android_IsStereoEyeLeft()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
return (eyeIndex == 0);
#else
return IsStereoEyeLeft();
#endif
}
out vec2 texVal;
uniform vec4 _MainTex_ST;
uniform mat4 _MainTex_Xfrm;
#if defined(STEREO_DEBUG)
out vec4 tint;
#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
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
texVal.xy = (_MainTex_Xfrm * vec4(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y, 0.0, 1.0)).xy;
texVal.xy = 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;
#elif defined (STEREO_CUSTOM_UV)
if (!Android_IsStereoEyeLeft())
{
texVal = gl_MultiTexCoord1.xy;
texVal = vec2(1.0, 1.0) - texVal;
}
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
#endif
}
#endif // VERTEX
#ifdef FRAGMENT
in vec2 texVal;
#if defined(STEREO_DEBUG)
in vec4 tint;
#endif
uniform vec4 _Color;
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
void main()
{
vec4 col = texture(_MainTex, texVal.xy);
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
col *= _Color;
#if defined(STEREO_DEBUG)
col *= tint;
#endif
gl_FragColor = col;
}
#endif // FRAGMENT
ENDGLSL
}
}
Fallback "AVProVideo/Internal/UI/Stereo"
}