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							- Shader "AVProVideo/Internal/Resolve"
 
- {
 
- 	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"
 
- 			CGPROGRAM
 
- 			#pragma exclude_renderers gles
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			// 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_YPCBCR
 
- 			#pragma multi_compile __ USE_HSBC
 
- 			#include "UnityCG.cginc"
 
- 			#include "../AVProVideo.cginc"
 
- 			struct appdata_t
 
- 			{
 
- 				float4 vertex : POSITION;
 
- 				fixed4 color : COLOR;
 
- 				float2 texcoord : TEXCOORD0;
 
- 			};
 
- 			struct v2f
 
- 			{
 
- 				float4 vertex : SV_POSITION;
 
- 				fixed4 color : COLOR;
 
- 				float4 uv : TEXCOORD0;
 
- 			};
 
- 			uniform sampler2D _MainTex;
 
- 			#if USE_YPCBCR
 
- 			uniform sampler2D _ChromaTex;
 
- 			uniform float4x4 _YpCbCrTransform;
 
- 			#endif
 
- 			#if USE_HSBC
 
- 			uniform	fixed _Hue, _Saturation, _Brightness, _Contrast, _InvGamma;
 
- 			#endif
 
- 			uniform fixed4 _Color;
 
- 			uniform float4 _MainTex_ST;
 
- 			uniform float4 _MainTex_TexelSize;
 
- 			uniform float4x4 _MainTex_Xfrm;
 
- 			uniform float _VertScale;
 
- 			v2f vert(appdata_t v)
 
- 			{
 
- 				v2f o;
 
- 				o.vertex = XFormObjectToClip(v.vertex);
 
- 				o.color = v.color * _Color;
 
- 				o.uv.xy = mul(_MainTex_Xfrm, float4(v.texcoord, 0.0f, 1.0f)).xy;
 
- 				o.uv.wz = 0.0;
 
- 				#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
 
- 					float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0);
 
- 					o.uv.xy *= scaleOffset.xy;
 
- 					o.uv.xy += scaleOffset.zw;
 
- 				#endif
 
- 				// NOTE: this always runs because it's also used to flip vertically
 
- 				o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _VertScale < 0.0);
 
- 				return o;
 
- 			}
 
- 			half4 frag(v2f i) : SV_Target
 
- 			{
 
- 				half4 col;
 
- 				#if USE_YPCBCR
 
- 					col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
 
- 				#else
 
- 					col = SampleRGBA(_MainTex, i.uv.xy);
 
- 				#endif
 
- 				#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
 
- 					col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
 
- 				#endif
 
- 				#if USE_HSBC
 
- 					col.rgb = ApplyHSBEffect(col.rgb, fixed4(_Hue, _Saturation, _Brightness, _Contrast));
 
- 					col.rgb = pow(col.rgb, _InvGamma);
 
- 				#endif
 
- 				return col * i.color;
 
- 			}
 
- 			ENDCG
 
- 		}
 
- 	}
 
- 	Fallback off
 
- }
 
 
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