NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo.cginc

323 lines
7.8 KiB
HLSL

//-----------------------------------------------------------------------------
// Copyright 2015-2017 RenderHeads Ltd. All rights reserverd.
//-----------------------------------------------------------------------------
#if defined (SHADERLAB_GLSL)
#define INLINE
#define HALF2 vec2
#define HALF3 vec3
#define HALF4 vec4
#define FLOAT2 vec2
#define FLOAT3 vec3
#define FLOAT4 vec4
#define FLOAT3X3 mat3
#else
#define INLINE inline
#define HALF2 half2
#define HALF3 half3
#define HALF4 half4
#define FLOAT2 float2
#define FLOAT3 float3
#define FLOAT4 float4
#define FLOAT3X3 float3x3
#endif
// Specify this so Unity doesn't automatically update our shaders.
#define UNITY_SHADER_NO_UPGRADE 1
// We use this method so that when Unity automatically updates the shader from the old
// mul(UNITY_MATRIX_MVP.. to UnityObjectToClipPos that it only changes in one place.
INLINE FLOAT4 XFormObjectToClip(FLOAT4 vertex)
{
#if defined(SHADERLAB_GLSL)
return gl_ModelViewProjectionMatrix * vertex;
#else
#if (UNITY_VERSION >= 560)
return UnityObjectToClipPos(vertex);
#else
return mul(UNITY_MATRIX_MVP, vertex);
#endif
#endif
}
INLINE bool IsStereoEyeLeft(FLOAT3 worldNosePosition, FLOAT3 worldCameraRight)
{
#if defined(FORCEEYE_LEFT)
return true;
#elif defined(FORCEEYE_RIGHT)
return false;
#elif defined(UNITY_SINGLE_PASS_STEREO) || defined (UNITY_STEREO_INSTANCING_ENABLED)
// Unity 5.4 has this new variable
return (unity_StereoEyeIndex == 0);
#elif defined (UNITY_DECLARE_MULTIVIEW)
// OVR_multiview extension
return (UNITY_VIEWID == 0);
#else
//#if (UNITY_VERSION > 540) && defined(GOOGLEVR) && !defined(SHADERLAB_GLSL)
// Daydream support uses the skew component of the projection matrix
// (But unity_CameraProjection doesn't seem to be declared when using GLSL)
// NOTE: we've had to remove this minor optimisationg as it was causing too many isues.
// eg. Unity 5.4.1 in GLSL mode complained UNITY_VERSION and unity_CameraProjection aren't defined
//return (unity_CameraProjection[0][2] > 0.0);
//#else
// worldNosePosition is the camera positon passed in from Unity via script
// We need to determine whether _WorldSpaceCameraPos (Unity shader variable) is to the left or to the right of _cameraPosition
float dRight = distance(worldNosePosition + worldCameraRight, _WorldSpaceCameraPos);
float dLeft = distance(worldNosePosition - worldCameraRight, _WorldSpaceCameraPos);
return (dRight > dLeft);
//#endif
#endif
}
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
FLOAT4 GetStereoScaleOffset(bool isLeftEye, bool isYFlipped)
{
FLOAT2 scale = FLOAT2(1.0, 1.0);
FLOAT2 offset = FLOAT2(0.0, 0.0);
// Top-Bottom
#if defined(STEREO_TOP_BOTTOM)
scale.y = 0.5;
offset.y = 0.0;
if (!isLeftEye)
{
offset.y = 0.5;
}
#if !defined(SHADERLAB_GLSL)
#if !defined(UNITY_UV_STARTS_AT_TOP) // UNITY_UV_STARTS_AT_TOP is for directx
if (!isYFlipped)
{
// Currently this only runs for Android and Windows using DirectShow
offset.y = 0.5 - offset.y;
}
#endif
#endif
// Left-Right
#elif defined(STEREO_LEFT_RIGHT)
scale.x = 0.5;
offset.x = 0.0;
if (!isLeftEye)
{
offset.x = 0.5;
}
#endif
return FLOAT4(scale, offset);
}
#endif
#if defined(STEREO_DEBUG)
INLINE FLOAT4 GetStereoDebugTint(bool isLeftEye)
{
FLOAT4 tint = FLOAT4(1.0, 1.0, 1.0, 1.0);
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) || defined(STEREO_CUSTOM_UV)
FLOAT4 leftEyeColor = FLOAT4(0.0, 1.0, 0.0, 1.0); // green
FLOAT4 rightEyeColor = FLOAT4(1.0, 0.0, 0.0, 1.0); // red
if (isLeftEye)
{
tint = leftEyeColor;
}
else
{
tint = rightEyeColor;
}
#endif
#if defined(UNITY_UV_STARTS_AT_TOP)
tint.b = 0.5;
#endif
/*#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_DECLARE_MULTIVIEW)
tint.b = 1.0;
#endif*/
return tint;
}
#endif
FLOAT2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight)
{
#if defined(ALPHAPACK_TOP_BOTTOM)
sourceHeight *= 0.5;
#elif defined(ALPHAPACK_LEFT_RIGHT)
sourceWidth *= 0.5;
#endif
float targetAspect = targetHeight / targetWidth;
float sourceAspect = sourceHeight / sourceWidth;
FLOAT2 scale = FLOAT2(1.0, sourceAspect / targetAspect);
if (targetAspect < sourceAspect)
{
scale = FLOAT2(targetAspect / sourceAspect, 1.0);
}
return scale;
}
FLOAT4 OffsetAlphaPackingUV(FLOAT2 texelSize, FLOAT2 uv, bool flipVertical)
{
FLOAT4 result = uv.xyxy;
// We don't want bilinear interpolation to cause bleeding
// when reading the pixels at the edge of the packed areas.
// So we shift the UV's by a fraction of a pixel so the edges don't get sampled.
#if defined(ALPHAPACK_TOP_BOTTOM)
float offset = texelSize.y * 1.5;
result.y = lerp(0.0 + offset, 0.5 - offset, uv.y);
result.w = result.y + 0.5;
if (flipVertical)
{
// Flip vertically (and offset to put back in 0..1 range)
result.yw = 1.0 - result.yw;
result.yw = result.wy;
}
else
{
#if !defined(UNITY_UV_STARTS_AT_TOP)
// For opengl we flip
result.yw = result.wy;
#endif
}
#elif defined(ALPHAPACK_LEFT_RIGHT)
float offset = texelSize.x * 1.5;
result.x = lerp(0.0 + offset, 0.5 - offset, uv.x);
result.z = result.x + 0.5;
if (flipVertical)
{
// Flip vertically (and offset to put back in 0..1 range)
result.yw = 1.0 - result.yw;
}
#else
if (flipVertical)
{
// Flip vertically (and offset to put back in 0..1 range)
result.yw = 1.0 - result.yw;
}
#endif
return result;
}
// http://entropymine.com/imageworsener/srgbformula/
INLINE HALF3 GammaToLinear(HALF3 col)
{
// Forced cheap version
#if defined(CHEAP_GAMMATOLINEAR)
#if defined (SHADERLAB_GLSL)
return pow(col, vec3(2.2, 2.2, 2.2));
#else
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
return col * (col * (col * 0.305306011h + 0.682171111h) + 0.012522878h);
#endif
#else
#if SHADER_TARGET < 30
// Cheaper approximation
#if defined (SHADERLAB_GLSL)
return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);
#else
return col * (col * (col * 0.305306011h + 0.682171111h) + 0.012522878h);
#endif
#else
// Accurate version
if (col.r <= 0.04045)
col.r = col.r / 12.92;
else
col.r = pow((col.r + 0.055) / 1.055, 2.4);
if (col.g <= 0.04045)
col.g = col.g / 12.92;
else
col.g = pow((col.g + 0.055) / 1.055, 2.4);
if (col.b <= 0.04045)
col.b = col.b / 12.92;
else
col.b = pow((col.b + 0.055) / 1.055, 2.4);
#endif
#endif
return col;
}
INLINE HALF3 LinearToGamma(HALF3 col)
{
// Forced cheap version
#if defined(CHEAP_GAMMATOLINEAR)
#if defined (SHADERLAB_GLSL)
return pow(col, vec3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
#else
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
return max(1.055h * pow(col, 0.416666667h) - 0.055h, 0.0h);
#endif
#else
#if SHADER_TARGET < 30
// Cheaper approximation
#if defined (SHADERLAB_GLSL)
return max(1.055 * pow(col, vec3(0.416666667, 0.416666667, 0.416666667)) - 0.055, 0.0);
#else
return max(1.055h * pow(col, 0.416666667h) - 0.055h, 0.0h);
#endif
#else
// Accurate version
if (col.r <= 0.0031308)
col.r = col.r * 12.92;
else
col.r = 1.055 * pow(col.r, 0.4166667) - 0.055;
if (col.g <= 0.0031308)
col.g = col.g * 12.92;
else
col.g = 1.055 * pow(col.g, 0.4166667) - 0.055;
if (col.b <= 0.0031308)
col.b = col.b * 12.92;
else
col.b = 1.055 * pow(col.b, 0.4166667) - 0.055;
#endif
#endif
return col;
}
INLINE FLOAT3 Convert420YpCbCr8ToRGB(FLOAT3 ypcbcr)
{
#if 1
// Full range [0...255]
FLOAT3X3 m = FLOAT3X3(
1.0, 0.0, 1.402,
1.0, -0.34414, -0.71414,
1.0, 1.77200, 0.0
);
FLOAT3 o = FLOAT3(0.0, -0.5, -0.5);
#else
// Video range [16...235]
FLOAT3X3 m = FLOAT3X3(
1.1643, 0.0, 1.5958,
1.1643, -0.39173, -0.81290,
1.1643, 2.017, 0.0
);
FLOAT3 o = FLOAT3(-0.0625, -0.5, -0.5);
#endif
#if defined(SHADERLAB_GLSL)
return m * (ypcbcr + o);
#else
return mul(m, ypcbcr + o);
#endif
}