NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-UI-AndroidOES.sh...

141 lines
2.9 KiB
GLSL

Shader "AVProVideo/UI/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
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", 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_OFF STEREO_DEBUG
#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"
uniform mat4 _ViewMatrix;
uniform vec3 _cameraPosition;
varying vec2 texVal;
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
void main()
{
gl_Position = XFormObjectToClip(gl_Vertex);
texVal = gl_MultiTexCoord0.xy;
texVal.y = 1.0 - texVal.y;
#if defined(STEREO_TOP_BOTTOM) | defined(STEREO_LEFT_RIGHT)
bool isLeftEye = IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz);
vec4 scaleOffset = GetStereoScaleOffset(isLeftEye, false);
texVal.xy *= scaleOffset.xy;
texVal.xy += scaleOffset.zw;
#elif defined (STEREO_CUSTOM_UV)
if (!IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz))
{
texVal = gl_MultiTexCoord1.xy;
texVal = vec2(1.0, 1.0) - texVal;
}
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz));
#endif
}
#endif
#ifdef FRAGMENT
varying vec2 texVal;
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
uniform vec4 _Color;
uniform samplerExternalOES _MainTex;
void main()
{
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
#if __VERSION__ < 300
gl_FragColor = texture2D(_MainTex, texVal.xy) * _Color;
#else
gl_FragColor = texture(_MainTex, texVal.xy) * _Color;
#endif
#else
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
#endif
#if defined(STEREO_DEBUG)
gl_FragColor *= tint;
#endif
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/UI/Stereo"
}