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

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Shader "AVProVideo/Internal/ResolveOES"
{
Properties
{
_MainTex("Texture", any) = "" {}
_ChromaTex("Chroma", any) = "" {}
_Color ("Tint", Color) = (1,1,1,1)
_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
[Toggle(USE_HSBC)] _UseHSBC("Use HSBC", Float) = 0
_Hue("Hue", Range(0, 1.0)) = 0
_Saturation("Saturation", Range(0, 1.0)) = 0.5
_Brightness("Brightness", Range(0, 1.0)) = 0.5
_Contrast("Contrast", Range(0, 1.0)) = 0.5
_InvGamma("InvGamma", Range(0.0001, 10000.0)) = 1.0
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags
{
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
}
Lighting Off
Cull Off
ZWrite Off
ZTest Always
Pass
{
Name "RESOLVE-OES"
GLSLPROGRAM
#pragma only_renderers gles gles3
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_HSBC
#pragma multi_compile __ USING_URP
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
#include "UnityCG.glslinc"
#if defined(STEREO_MULTIVIEW_ON)
UNITY_SETUP_STEREO_RENDERING
#endif
#define SHADERLAB_GLSL
#include "../AVProVideo.cginc"
#ifdef VERTEX
varying vec4 varTexCoord;
varying vec4 varColor;
uniform vec4 _Color;
uniform vec4 _MainTex_ST;
uniform vec4 _MainTex_TexelSize;
uniform mat4 _MainTex_Xfrm;
uniform float _VertScale;
INLINE bool Android_IsStereoEyeLeft()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
return (eyeIndex == 0);
#else
return IsStereoEyeLeft();
#endif
}
vec2 transformTex(vec4 texCoord, vec4 texST)
{
return (texCoord.xy * texST.xy + texST.zw);
}
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
varColor = gl_Color * _Color;
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
varTexCoord.xy = (_MainTex_Xfrm * vec4(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y, 0.0, 1.0)).xy;
varTexCoord.zw = vec2(0.0, 0.0);
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
varTexCoord.xy *= scaleOffset.xy;
varTexCoord.xy += scaleOffset.zw;
#endif
#if defined (ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
varTexCoord = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, varTexCoord.xy, false);
#if defined(ALPHAPACK_TOP_BOTTOM)
varTexCoord.yw = varTexCoord.wy;
#endif
#endif
}
#endif
#ifdef FRAGMENT
varying vec4 varTexCoord;
varying vec4 varColor;
uniform samplerExternalOES _MainTex;
#if defined(USE_HSBC)
uniform float _Hue, _Saturation, _Brightness, _Contrast, _InvGamma;
#endif
void main()
{
vec4 col = TEX_EXTERNAL(_MainTex, varTexCoord.xy);
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
vec4 colAlpha = TEX_EXTERNAL(_MainTex, varTexCoord.zw);
col.a = (colAlpha.r + colAlpha.g + colAlpha.b) / 3.0;
#endif
#if defined(USE_HSBC)
col.rgb = ApplyHSBEffect(col.rgb, vec4(_Hue, _Saturation, _Brightness, _Contrast));
col.rgb = pow(col.rgb, vec3(_InvGamma));
#endif
gl_FragColor = col * varColor;
}
#endif
ENDGLSL
}
}
Fallback off
}