bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Grayscale_Effect-ir.txt

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struct v2f_img {
vec4 pos;
vec2 uv;
};
uniform sampler2D _MainTex;
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uniform float _RampOffset;
uniform sampler2D _RampTex;
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float Luminance (
in vec3 c_1
)
{
float tmpvar_2;
tmpvar_2 = dot (c_1, vec3(0.22, 0.707, 0.071));
return tmpvar_2;
}
vec4 frag (
in v2f_img i_3
)
{
vec4 xlat_var_output_4;
vec2 remap_5;
float grayscale_6;
vec4 original_7;
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, i_3.uv);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
original_7 = tmpvar_9;
float tmpvar_10;
tmpvar_10 = Luminance (original_7.xyz);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
grayscale_6 = tmpvar_11;
vec2 tmpvar_12;
tmpvar_12.y = 0.5;
tmpvar_12.x = (grayscale_6 + _RampOffset);
vec2 tmpvar_13;
tmpvar_13 = tmpvar_12;
remap_5 = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_RampTex, remap_5);
vec4 tmpvar_15;
tmpvar_15 = tmpvar_14;
xlat_var_output_4 = tmpvar_15;
float tmpvar_16;
tmpvar_16 = original_7.w;
xlat_var_output_4.w = vec4(tmpvar_16).w;
return xlat_var_output_4;
}
void main ()
{
v2f_img xlt_i_17;
vec4 xl_retval_18;
vec4 tmpvar_19;
tmpvar_19 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_17.pos = tmpvar_19;
vec2 tmpvar_20;
tmpvar_20 = gl_TexCoord[0].xy;
vec2 tmpvar_21;
tmpvar_21 = tmpvar_20;
xlt_i_17.uv = tmpvar_21;
vec4 tmpvar_22;
tmpvar_22 = frag (xlt_i_17);
vec4 tmpvar_23;
tmpvar_23 = tmpvar_22;
xl_retval_18 = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24 = xl_retval_18.xyzw;
vec4 tmpvar_25;
tmpvar_25 = tmpvar_24;
gl_FragData[0] = tmpvar_25;
}