ShanxiKnowledgeBase/SXElectricalInspection/Assets/AVIDEO/AVideo/AVProVideo/Resources/Shaders/AVProVideo-Unlit-AndroidOES...

74 lines
1.8 KiB
GLSL

Shader "AVProVideo/Unlit/Opaque (texture+color support) - Android OES ONLY"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "gray" {}
_Color("Main Color", Color) = (1,1,1,1)
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", 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
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
#ifdef VERTEX
#include "UnityCG.glslinc"
#define SHADERLAB_GLSL
#include "AVProVideo.cginc"
varying vec2 texVal;
uniform vec4 _MainTex_ST;
/// @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);
}
void main()
{
gl_Position = XFormObjectToClip(gl_Vertex);
texVal = transformTex(gl_MultiTexCoord0, _MainTex_ST);
//texVal.x = 1.0 - texVal.x;
texVal.y = 1.0 - texVal.y;
}
#endif
#ifdef FRAGMENT
varying vec2 texVal;
uniform samplerExternalOES _MainTex;
void main()
{
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
gl_FragColor = texture2D(_MainTex, texVal.xy);
#else
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
#endif
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
}