bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-currently_adapted-out.txt

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uniform vec4 _AdaptParams;
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uniform sampler2D _CurTex;
uniform sampler2D _MainTex;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 valNew_2;
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vec2 delta_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1);
delta_3 = ((texture2D (_CurTex, tmpvar_1).xy - tmpvar_4.xy) * _AdaptParams.x);
delta_3 = (sign(delta_3) * max (vec2(0.00392157, 0.00392157), abs(delta_3)));
valNew_2.xy = (tmpvar_4.xy + delta_3);
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valNew_2.x = max (valNew_2.x, _AdaptParams.z);
valNew_2.y = min (valNew_2.y, _AdaptParams.y);
valNew_2.z = ((valNew_2.x - valNew_2.y) + 0.01);
valNew_2.w = (valNew_2.y / valNew_2.z);
gl_FragData[0] = valNew_2;
}
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// stats: 12 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _AdaptParams (high float) 4x1 [-1]
// textures: 2
// #0: _CurTex (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]