bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-SSAO24-outES3Metal.txt

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#include <metal_stdlib>
using namespace metal;
constant float3 _xlat_mtl_const1[8] = {float3(0.0130572, 0.587232, -0.119337), float3(0.323078, 0.0220727, -0.418873), float3(-0.310725, -0.191367, 0.0561369), float3(-0.479646, 0.0939877, -0.580265), float3(0.139999, -0.33577, 0.559679), float3(-0.248458, 0.255532, 0.348944), float3(0.18719, -0.702764, -0.231748), float3(0.884915, 0.284208, 0.368524)};
struct xlatMtlShaderInput {
float2 xlv_TEXCOORD0;
float2 xlv_TEXCOORD1;
};
struct xlatMtlShaderOutput {
half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
float4 _ProjectionParams;
float4 _Params;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<float> _CameraDepthNormalsTexture [[texture(0)]], sampler _mtlsmp__CameraDepthNormalsTexture [[sampler(0)]]
, texture2d<half> _RandomTexture [[texture(1)]], sampler _mtlsmp__RandomTexture [[sampler(1)]])
{
xlatMtlShaderOutput _mtl_o;
half tmpvar_1;
float2 tmpvar_2;
tmpvar_2 = _mtl_i.xlv_TEXCOORD0;
float occ_4;
float scale_5;
float depth_6;
float3 viewNorm_7;
half3 randN_8;
half3 tmpvar_9;
tmpvar_9 = ((_RandomTexture.sample(_mtlsmp__RandomTexture, (float2)(_mtl_i.xlv_TEXCOORD1)).xyz * (half)2.0) - (half)1.0);
randN_8 = tmpvar_9;
float4 tmpvar_10;
tmpvar_10 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)(_mtl_i.xlv_TEXCOORD0)));
float3 n_11;
float3 tmpvar_12;
tmpvar_12 = ((tmpvar_10.xyz * float3(3.5554, 3.5554, 0.0)) + float3(-1.7777, -1.7777, 1.0));
float tmpvar_13;
tmpvar_13 = (2.0 / dot (tmpvar_12, tmpvar_12));
n_11.xy = (tmpvar_13 * tmpvar_12.xy);
n_11.z = (tmpvar_13 - 1.0);
viewNorm_7 = n_11;
depth_6 = (dot (tmpvar_10.zw, float2(1.0, 0.00392157)) * _mtl_u._ProjectionParams.z);
scale_5 = (_mtl_u._Params.x / depth_6);
occ_4 = 0.0;
for (int s_3 = 0; s_3 < 8; s_3++) {
half3 randomDir_14;
float3 tmpvar_15;
float3 I_16;
I_16 = _xlat_mtl_const1[s_3];
tmpvar_15 = (I_16 - (float3)((half)2.0 * ((half3)(
dot ((float3)randN_8, I_16)
* (float3)randN_8))));
randomDir_14 = half3(tmpvar_15);
float tmpvar_17;
tmpvar_17 = dot (viewNorm_7, (float3)randomDir_14);
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half tmpvar_18;
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if ((tmpvar_17 < 0.0)) {
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tmpvar_18 = half(1.0);
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} else {
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tmpvar_18 = half(-1.0);
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};
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randomDir_14 = (randomDir_14 * -(tmpvar_18));
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randomDir_14 = half3(((float3)randomDir_14 + (viewNorm_7 * 0.3)));
float4 tmpvar_19;
tmpvar_19 = float4(_CameraDepthNormalsTexture.sample(_mtlsmp__CameraDepthNormalsTexture, (float2)((tmpvar_2 + ((float2)randomDir_14.xy * scale_5)))));
float tmpvar_20;
tmpvar_20 = clamp (((depth_6 -
((float)randomDir_14.z * _mtl_u._Params.x)
) - (
dot (tmpvar_19.zw, float2(1.0, 0.00392157))
* _mtl_u._ProjectionParams.z)), 0.0, 1.0);
if ((tmpvar_20 > _mtl_u._Params.y)) {
occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _mtl_u._Params.z));
};
};
occ_4 = (occ_4 / 8.0);
tmpvar_1 = half((1.0 - occ_4));
_mtl_o._glesFragData_0 = half4(tmpvar_1);
return _mtl_o;
}
// stats: 41 alu 3 tex 4 flow
// inputs: 2
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 2x1 [-1]
// uniforms: 2 (total size: 32)
// #0: _ProjectionParams (high float) 4x1 [-1] loc 0
// #1: _Params (high float) 4x1 [-1] loc 16
// textures: 2
// #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1] loc 0
// #1: _RandomTexture (low 2d) 0x0 [-1] loc 1