| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 | 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}
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