187 lines
4.8 KiB
GLSL
187 lines
4.8 KiB
GLSL
Shader "AVProVideo/Skybox/Sphere - Android OES"
|
|
{
|
|
Properties
|
|
{
|
|
_Tint ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
|
|
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
|
|
_Rotation ("Rotation", Range(0, 360)) = 0
|
|
[NoScaleOffset] _MainTex ("MainTex (HDR)", 2D) = "grey" { }
|
|
[NoScaleOffset] _ChromaTex ("Chroma", 2D) = "grey" { }
|
|
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
|
|
[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
|
|
[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
|
|
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
|
|
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
|
|
Cull Off
|
|
ZWrite Off
|
|
|
|
Pass
|
|
{
|
|
GLSLPROGRAM
|
|
#pragma only_renderers gles3
|
|
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
|
|
#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
|
|
#pragma multi_compile __ STEREO_DEBUG
|
|
#pragma multi_compile __ APPLY_GAMMA
|
|
#pragma multi_compile __ USE_YPCBCR
|
|
#pragma multi_compile __ LAYOUT_EQUIRECT180
|
|
|
|
#extension GL_OES_EGL_image_external : require
|
|
#extension GL_OES_EGL_image_external_essl3 : enable
|
|
|
|
precision mediump float;
|
|
|
|
#include "UnityCG.glslinc"
|
|
|
|
#if defined(STEREO_MULTIVIEW_ON)
|
|
UNITY_SETUP_STEREO_RENDERING
|
|
#endif
|
|
|
|
#define SHADERLAB_GLSL
|
|
#include "AVProVideo.cginc"
|
|
|
|
#define fmod(x, y) ((x) - (y) * floor((x) / (y)))
|
|
|
|
const float CONST_PI = 3.14159265359;
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
// Vertex shader
|
|
|
|
#ifdef VERTEX
|
|
uniform vec4 _MainTex_ST;
|
|
uniform float _Rotation;
|
|
out vec3 texcoord;
|
|
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
|
|
out vec4 scaleOffset;
|
|
#endif
|
|
#if defined(STEREO_DEBUG)
|
|
out vec4 tint;
|
|
#endif
|
|
|
|
vec3 RotateAroundYInDegrees(vec3 vertex, float degrees)
|
|
{
|
|
float alpha = degrees * CONST_PI / 180.0;
|
|
float sina = sin(alpha);
|
|
float cosa = cos(alpha);
|
|
mat2 m = mat2(cosa, -sina, sina, cosa);
|
|
return vec3(m * vertex.xz, vertex.y).xzy;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 rotated = RotateAroundYInDegrees(gl_Vertex.xyz, _Rotation);
|
|
|
|
#if defined(STEREO_MULTIVIEW_ON)
|
|
int eyeIndex = SetupStereoEyeIndex();
|
|
mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
|
|
gl_Position = vpMatrix * unity_ObjectToWorld * vec4(rotated, 0.0);
|
|
#else
|
|
gl_Position = XFormObjectToClip(vec4(rotated, 0.0));
|
|
#endif
|
|
|
|
#if defined(FORCEEYE_LEFT)
|
|
bool isLeftEye = true;
|
|
#elif defined(FORCEEYE_RIGHT)
|
|
bool isLeftEye = false;
|
|
#elif defined(STEREO_MULTIVIEW_ON)
|
|
bool isLeftEye = eyeIndex == 0;
|
|
#else
|
|
bool isLeftEye = true;
|
|
#endif
|
|
|
|
texcoord = gl_Vertex.xyz;
|
|
|
|
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
|
|
scaleOffset = GetStereoScaleOffset(isLeftEye, true);
|
|
#endif
|
|
#if defined(STEREO_DEBUG)
|
|
tint = GetStereoDebugTint(isLeftEye);
|
|
#endif
|
|
}
|
|
#endif // VERTEX
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
// Fragment shader
|
|
|
|
#ifdef FRAGMENT
|
|
in vec3 texcoord;
|
|
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
|
|
in vec4 scaleOffset;
|
|
#endif
|
|
#if defined(STEREO_DEBUG)
|
|
in vec4 tint;
|
|
#endif
|
|
|
|
#if defined(USING_DEFAULT_TEXTURE)
|
|
uniform sampler2D _MainTex;
|
|
#else
|
|
uniform samplerExternalOES _MainTex;
|
|
#endif
|
|
uniform vec4 _MainTex_ST;
|
|
uniform mat4 _MainTex_Xfrm;
|
|
uniform float _Exposure;
|
|
uniform vec4 _Tint;
|
|
|
|
vec2 toRadialCoords(vec3 coords)
|
|
{
|
|
vec3 normalizedCoords = normalize(coords);
|
|
float latitude = acos(normalizedCoords.y);
|
|
float longitude = atan(normalizedCoords.z, normalizedCoords.x);
|
|
vec2 sphereCoords = vec2(longitude, latitude) * vec2(0.5 / CONST_PI, 1.0 / CONST_PI);
|
|
vec2 radial = vec2(0.5, 1.0) - sphereCoords;
|
|
radial.x += 0.25;
|
|
radial.x = fmod(radial.x, 1.0);
|
|
return radial;
|
|
}
|
|
|
|
vec2 transformTex(vec2 texCoord, vec4 texST)
|
|
{
|
|
return texCoord * texST.xy + texST.zw;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 tc = toRadialCoords(texcoord);
|
|
#if defined(LAYOUT_EQUIRECT180)
|
|
tc.x = ((tc.x - 0.5) * 2.0) + 0.5;
|
|
if (tc.x < 0.0 || tc.x > 1.0)
|
|
{
|
|
discard;
|
|
}
|
|
#endif
|
|
tc = (_MainTex_Xfrm * vec4(tc.x, tc.y, 0.0, 1.0)).xy;
|
|
|
|
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
|
|
tc.xy *= scaleOffset.xy;
|
|
tc.xy += scaleOffset.zw;
|
|
#endif
|
|
|
|
tc = transformTex(tc, _MainTex_ST);
|
|
|
|
vec4 col = texture(_MainTex, tc);
|
|
#if defined(APPLY_GAMMA)
|
|
col.rgb = GammaToLinear(col.rgb);
|
|
#endif
|
|
col.rgb *= _Exposure;
|
|
// col.rgb *= _Tint.rgb;
|
|
|
|
#if defined(STEREO_DEBUG)
|
|
col *= tint;
|
|
#endif
|
|
|
|
gl_FragColor = col;
|
|
}
|
|
|
|
#endif // FRAGMENT
|
|
ENDGLSL
|
|
}
|
|
}
|
|
|
|
Fallback "AVProVideo/Skybox/Sphere"
|
|
}
|