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							- 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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