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" }