NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/VideoDecodeAndroid.shader

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2024-04-18 19:37:53 +08:00
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/VideoDecodeAndroid"
{
GLSLINCLUDE
#include "UnityCG.glslinc"
ENDGLSL
SubShader
{
Pass
{
Name "RGBAExternal_To_RGBA"
ZTest Always Cull Off ZWrite Off Blend Off
GLSLPROGRAM
#extension GL_OES_EGL_image_external : require
#pragma glsl_es2
#pragma multi_compile_local _ ADJUST_TO_LINEARSPACE
uniform vec4 _MainTex_ST;
#ifdef VERTEX
varying vec2 textureCoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
textureCoord = TRANSFORM_TEX_ST(gl_MultiTexCoord0, _MainTex_ST);
}
#endif
#ifdef FRAGMENT
vec4 AdjustForColorSpace(vec4 color)
{
#if defined(UNITY_COLORSPACE_GAMMA) || !defined(ADJUST_TO_LINEARSPACE)
return color;
#else
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
vec3 sRGB = color.rgb;
return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
#endif
}
varying vec2 textureCoord;
uniform samplerExternalOES _MainTex;
void main()
{
gl_FragColor = AdjustForColorSpace(textureExternal(_MainTex, textureCoord));
}
#endif
ENDGLSL
}
Pass
{
Name "RGBASplitExternal_To_RGBA"
ZTest Always Cull Off ZWrite Off Blend Off
GLSLPROGRAM
#extension GL_OES_EGL_image_external : require
#pragma glsl_es2
#pragma multi_compile_local _ ADJUST_TO_LINEARSPACE
uniform vec4 _MainTex_ST;
#ifdef VERTEX
varying vec3 textureCoordSplit;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
textureCoordSplit.xz = vec2(0.5 * gl_MultiTexCoord0.x * _MainTex_ST.x, gl_MultiTexCoord0.y * _MainTex_ST.y) + _MainTex_ST.zw;
textureCoordSplit.y = textureCoordSplit.x + 0.5 * _MainTex_ST.x;
}
#endif
#ifdef FRAGMENT
vec4 AdjustForColorSpace(vec4 color)
{
#if defined(UNITY_COLORSPACE_GAMMA) || !defined(ADJUST_TO_LINEARSPACE)
return color;
#else
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
vec3 sRGB = color.rgb;
return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
#endif
}
varying vec3 textureCoordSplit;
uniform samplerExternalOES _MainTex;
void main()
{
gl_FragColor.rgb = AdjustForColorSpace(textureExternal(_MainTex, textureCoordSplit.xz)).rgb;
gl_FragColor.a = textureExternal(_MainTex, textureCoordSplit.yz).g;
}
#endif
ENDGLSL
}
}
FallBack Off
}