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 }