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