2012-10-07 23:41:18 -04:00
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uniform sampler2D _CameraDepthTexture;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _ZBufferParams;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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vec4 n_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1);
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n_2.w = tmpvar_3.w;
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float tmpvar_4;
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tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
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n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0);
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n_2.z = -(n_2.z);
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vec4 tmpvar_5;
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if ((tmpvar_4 < 0.999985)) {
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vec4 enc_6;
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2014-02-11 02:06:13 -05:00
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enc_6.xy = (((
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(n_2.xy / (n_2.z + 1.0))
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/ 1.7777) * 0.5) + 0.5);
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2012-10-07 23:41:18 -04:00
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vec2 enc_7;
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vec2 tmpvar_8;
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tmpvar_8 = fract((vec2(1.0, 255.0) * tmpvar_4));
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enc_7.y = tmpvar_8.y;
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enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157));
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enc_6.zw = enc_7;
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tmpvar_5 = enc_6;
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} else {
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tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0);
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};
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gl_FragData[0] = tmpvar_5;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 1, stats: 17 alu 2 tex 1 flow
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