| 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"
 
- }
 
 
  |