mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
89 lines
2.5 KiB
Text
89 lines
2.5 KiB
Text
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#version 300 es
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out mediump vec4 _fragData;
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uniform sampler2D _MainTex;
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uniform mediump float _NumPasses;
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uniform mediump vec4 _ContrastShift;
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uniform mediump vec4 _SaturationShift;
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uniform lowp vec4 _HueShift;
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uniform lowp vec4 _LuminosityShift;
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in mediump vec2 xlv_TEXCOORD0;
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void main ()
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{
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lowp vec4 t_1;
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lowp vec4 tmpvar_2;
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tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0);
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t_1 = tmpvar_2;
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if ((_NumPasses > 0.0)) {
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mediump float passes_3;
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passes_3 = _NumPasses;
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highp float i_4;
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lowp vec3 res_5;
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res_5 = tmpvar_2.xyz;
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i_4 = 0.0;
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while (true) {
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if ((i_4 >= 4.0)) {
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break;
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};
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if ((i_4 == passes_3)) {
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break;
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};
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if ((i_4 == 0.0)) {
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lowp vec3 tmpvar_6;
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mediump float val_7;
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val_7 = ((_ContrastShift.x * 3.0) + 12.0);
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mediump float tmpvar_8;
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tmpvar_8 = pow ((cos(val_7) + 1.0), val_7);
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tmpvar_6 = ((res_5 - 0.5) * tmpvar_8);
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res_5 = tmpvar_6;
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} else {
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if ((i_4 == 1.0)) {
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lowp vec3 tmpvar_9;
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mediump float val_10;
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val_10 = ((_SaturationShift.y * 3.0) + 12.0);
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mediump float tmpvar_11;
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tmpvar_11 = pow ((cos(val_10) + 1.0), val_10);
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tmpvar_9 = ((res_5 - 0.5) * tmpvar_11);
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res_5 = tmpvar_9;
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} else {
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if ((i_4 == 2.0)) {
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lowp vec3 tmpvar_12;
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mediump float val_13;
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val_13 = ((_HueShift.z * 3.0) + 12.0);
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mediump float tmpvar_14;
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tmpvar_14 = pow ((cos(val_13) + 1.0), val_13);
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tmpvar_12 = ((res_5 - 0.5) * tmpvar_14);
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res_5 = tmpvar_12;
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} else {
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lowp vec3 tmpvar_15;
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mediump float val_16;
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val_16 = ((_LuminosityShift.x * 3.0) + 12.0);
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mediump float tmpvar_17;
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tmpvar_17 = pow ((cos(val_16) + 1.0), val_16);
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tmpvar_15 = ((res_5 - 0.5) * tmpvar_17);
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res_5 = tmpvar_15;
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};
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};
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};
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i_4 += 1.0;
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};
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t_1.xyz = res_5;
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};
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lowp vec4 tmpvar_18;
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tmpvar_18.w = 1.0;
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tmpvar_18.xyz = t_1.xyz;
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_fragData = tmpvar_18;
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}
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// stats: 37 alu 1 tex 7 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
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// uniforms: 5 (total size: 0)
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// #0: _NumPasses (medium float) 1x1 [-1]
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// #1: _ContrastShift (medium float) 4x1 [-1]
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// #2: _SaturationShift (medium float) 4x1 [-1]
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// #3: _HueShift (low float) 4x1 [-1]
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// #4: _LuminosityShift (low float) 4x1 [-1]
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// textures: 1
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// #0: _MainTex (low 2d) 0x0 [-1]
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