212 lines
5.7 KiB
GLSL
212 lines
5.7 KiB
GLSL
Shader "AVProVideo/VR/InsideSphere Unlit (stereo) - Android OES ONLY"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "black" {}
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_Color("Color", Color) = (0.0, 1.0, 0.0, 1.0)
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_CroppingScalars("Cropping Scalars", Vector) = (1, 1, 1, 1)
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[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
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[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
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[Toggle(HIGH_QUALITY)] _HighQuality("High Quality", Float) = 0
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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}
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SubShader
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{
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Tags{ "Queue" = "Geometry" }
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Pass
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{
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Cull Front
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//ZTest Always
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ZWrite On
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Lighting Off
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GLSLPROGRAM
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#pragma only_renderers gles gles3
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#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
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#pragma multi_compile __ STEREO_DEBUG
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#pragma multi_compile LAYOUT_NONE LAYOUT_EQUIRECT180
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#pragma multi_compile HIGH_QUALITY_OFF HIGH_QUALITY
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#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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//#pragma multi_compile __ GOOGLEVR
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#extension GL_OES_EGL_image_external : require
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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#ifdef VERTEX
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#include "UnityCG.glslinc"
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#define SHADERLAB_GLSL
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#include "AVProVideo.cginc"
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uniform vec3 _cameraPosition;
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uniform mat4 _ViewMatrix;
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uniform vec4 _CroppingScalars;
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#if defined(HIGH_QUALITY)
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varying vec3 texNormal;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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varying vec4 texScaleOffset;
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#endif
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#else
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varying vec2 texVal;
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uniform vec4 _MainTex_ST;
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#endif
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#if defined(STEREO_DEBUG)
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varying vec4 tint;
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#endif
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/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
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/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
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vec2 transformTex(vec2 texCoord, vec4 texST)
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{
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return (texCoord * texST.xy + texST.zw);
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}
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void main()
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{
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gl_Position = XFormObjectToClip(gl_Vertex);
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#if defined(HIGH_QUALITY)
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texNormal = normalize(gl_Normal.xyz);
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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bool isLeftEye = IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz);
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texScaleOffset = GetStereoScaleOffset(isLeftEye, false);
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#endif
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#else
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texVal = gl_MultiTexCoord0.xy;
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texVal = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST);
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texVal = vec2(1.0, 1.0) - texVal;
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#if defined(LAYOUT_EQUIRECT180)
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texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5;
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#endif
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// Adjust for cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
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texVal.xy *= _CroppingScalars.xy;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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bool isLeftEye = IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz);
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vec4 scaleOffset = GetStereoScaleOffset(isLeftEye, false);
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texVal.xy *= scaleOffset.xy;
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texVal.xy += scaleOffset.zw;
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#elif defined (STEREO_CUSTOM_UV)
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if (!IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz))
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{
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texVal = transformTex(gl_MultiTexCoord1.xy, _MainTex_ST);
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texVal = vec2(1.0, 1.0) - texVal;
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}
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#endif
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#endif
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#if defined(STEREO_DEBUG)
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tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz));
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#endif
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}
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#endif
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#ifdef FRAGMENT
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#if defined(HIGH_QUALITY)
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#if defined (GL_FRAGMENT_PRECISION_HIGH)
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precision highp float;
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#endif
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varying vec3 texNormal;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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varying vec4 texScaleOffset;
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#endif
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#else
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varying vec2 texVal;
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#endif
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#if defined(STEREO_DEBUG)
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varying vec4 tint;
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#endif
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#if defined(APPLY_GAMMA)
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vec3 GammaToLinear(vec3 col)
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{
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return pow(col, vec3(2.2, 2.2, 2.2));
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}
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#endif
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#if defined(HIGH_QUALITY)
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vec2 NormalToEquiRect(vec3 n)
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{
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const float M_1_PI = 0.31830988618379067153776752674503; // 1.0/PI
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const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI
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vec2 uv;
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uv.x = 0.5 - atan(n.z, n.x) * M_1_2PI;
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uv.y = 0.5 - asin(n.y) * M_1_PI;
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return uv;
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}
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/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
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/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
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vec2 transformTex(vec2 texCoord, vec4 texST)
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{
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return (texCoord * texST.xy + texST.zw);
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}
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uniform vec4 _MainTex_ST;
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#endif
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uniform vec4 _Color;
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uniform samplerExternalOES _MainTex;
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void main()
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{
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vec2 uv;
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#if defined(HIGH_QUALITY)
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uv = NormalToEquiRect(normalize(texNormal));
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uv.x += 0.75;
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uv.x = mod(uv.x, 1.0);
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uv = transformTex(uv, _MainTex_ST);
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#if defined(LAYOUT_EQUIRECT180)
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uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
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#endif
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// Adjust for cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
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uv.xy *= _CroppingScalars.xy;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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uv.xy *= texScaleOffset.xy;
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uv.xy += texScaleOffset.zw;
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#endif
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#else
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uv = texVal.xy;
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#endif
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vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
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#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
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#if __VERSION__ < 300
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col = texture2D(_MainTex, uv);
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#else
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col = texture(_MainTex, uv);
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#endif
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#endif
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col *= _Color;
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#if defined(APPLY_GAMMA)
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col.rgb = GammaToLinear(col.rgb);
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#endif
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#if defined(STEREO_DEBUG)
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col *= tint;
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#endif
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gl_FragColor = col;
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}
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#endif
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ENDGLSL
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}
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}
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Fallback "AVProVideo/VR/InsideSphere Unlit (stereo+fog)"
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} |