| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179 | Shader "AVProVideo/Internal/UI/Stereo - AndroidOES"{	Properties	{		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}		[PerRendererData] _ChromaTex("Sprite Texture", 2D) = "white" {}		_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	}		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 gles 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;#ifdef VERTEX				#include "UnityCG.glslinc"			#if defined(STEREO_MULTIVIEW_ON)				UNITY_SETUP_STEREO_RENDERING			#endif				#define SHADERLAB_GLSL				#include "../AVProVideo.cginc"				INLINE bool Android_IsStereoEyeLeft()				{					#if defined(STEREO_MULTIVIEW_ON)						int eyeIndex = SetupStereoEyeIndex();						return (eyeIndex == 0);					#else						return IsStereoEyeLeft();					#endif				}								varying vec2 texVal;				uniform mat4 _MainTex_Xfrm;			#if defined(STEREO_DEBUG)				varying 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					texVal = gl_MultiTexCoord0.xy;					// 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(texVal.x, texVal.y, 0.0, 1.0)).xy;					#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#ifdef FRAGMENT				varying vec2 texVal;			#if defined(STEREO_DEBUG)				varying vec4 tint;			#endif			#if defined(APPLY_GAMMA)				vec3 GammaToLinear(vec3 col)				{					return pow(col, vec3(2.2, 2.2, 2.2));				}			#endif				uniform vec4 _Color;			#if defined(USING_DEFAULT_TEXTURE)				uniform sampler2D _MainTex;			#else				uniform samplerExternalOES _MainTex;			#endif				void main()				{					#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)						#if __VERSION__ < 300							vec4 col = texture2D(_MainTex, texVal.xy);						#else							vec4 col = texture(_MainTex, texVal.xy);						#endif					#else						vec4 col = vec4(1.0, 1.0, 0.0, 1.0);					#endif					#if defined(APPLY_GAMMA)						col.rgb = GammaToLinear(col.rgb);					#endif					col *= _Color;					#if defined(STEREO_DEBUG)						col *= tint;					#endif					gl_FragColor = col;				}#endif			ENDGLSL		}	}	Fallback "AVProVideo/Internal/UI/Stereo"}
 |