| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146 | Shader "AVProVideo/Unlit/Opaque (texture+color+stereo support) - Android OES ONLY"{	Properties	{		_MainTex ("Base (RGB)", 2D) = "black" {}		_ChromaTex("Chroma", 2D) = "gray" {}			// For fallback shader		_Color("Main Color", Color) = (1,1,1,1)			// For fallback shader		[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 { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }		LOD 100		Lighting Off		Cull Off		Pass		{			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 STEREO_CUSTOM_UV			#pragma multi_compile __ APPLY_GAMMA			#pragma multi_compile __ USING_DEFAULT_TEXTURE			#pragma multi_compile __ STEREO_DEBUG			#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"					varying vec2 texVal;			uniform vec4 _MainTex_ST;			uniform mat4 _MainTex_Xfrm;#if defined(STEREO_DEBUG)			varying vec4 tint;#endif			/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc			/// 	(as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)			vec2 transformTex(vec4 texCoord, vec4 texST) 			{				return (texCoord.xy * texST.xy + texST.zw);			}			INLINE bool Android_IsStereoEyeLeft()			{				#if defined(STEREO_MULTIVIEW_ON)					int eyeIndex = SetupStereoEyeIndex();					return (eyeIndex == 0);				#else					return IsStereoEyeLeft();				#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 = transformTex(gl_MultiTexCoord0, _MainTex_ST);				//texVal.x = 1.0 - texVal.x;				// 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;#endif#if defined(STEREO_DEBUG)				tint = GetStereoDebugTint(Android_IsStereoEyeLeft());#endif			}			#endif			#ifdef FRAGMENT			varying vec2 texVal;#if defined(APPLY_GAMMA)			vec3 GammaToLinear(vec3 col)			{				return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);			}#endif#if defined(USING_DEFAULT_TEXTURE)			uniform sampler2D _MainTex;#else			uniform samplerExternalOES _MainTex;#endif#if defined(STEREO_DEBUG)			varying vec4 tint;#endif			void main()			{#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)				vec4 col = texture2D(_MainTex, texVal.xy);#else				vec4 col = vec4(1.0, 1.0, 0.0, 1.0);#endif#if defined(APPLY_GAMMA)				col.rgb = GammaToLinear(col.rgb);#endif#if defined(STEREO_DEBUG)				col *= tint;#endif				gl_FragColor = col;			}			#endif			ENDGLSL		}	}		Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"}
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