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 _CroppingScalars("Cropping Scalars", Vector) = (1, 1, 1, 1) [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_OFF STEREO_DEBUG #pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA #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; uniform vec4 _CroppingScalars; 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; // Adjust for cropping (when the decoder decodes in blocks that overrun the video frame size, it pads) texVal.xy *= _CroppingScalars.xy; #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 #if defined(APPLY_GAMMA) vec3 GammaToLinear(vec3 col) { return pow(col, vec3(2.2, 2.2, 2.2)); } #endif uniform vec4 _Color; uniform samplerExternalOES _MainTex; void main() { vec4 col = vec4(1.0, 1.0, 0.0, 1.0); #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) #if __VERSION__ < 300 col = texture2D(_MainTex, texVal.xy); #else col = texture(_MainTex, texVal.xy); #endif #if defined(APPLY_GAMMA) col.rgb = GammaToLinear(col.rgb); #endif col *= _Color; #endif #if defined(STEREO_DEBUG) col *= tint; #endif gl_FragColor = col; } #endif ENDGLSL } } Fallback "AVProVideo/UI/Stereo" }