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

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struct v2f_img {
vec4 pos;
vec2 uv;
};
uniform vec4 _BlurOffsets[8];
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uniform sampler2D _MainTex;
uniform vec4 unity_ShadowBlurParams;
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float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
vec4 frag (
in v2f_img i_33
)
{
float shadow_34;
float diff_35;
float sampleDist_36;
vec4 sample_37;
int i_1_38;
float diffTolerance_39;
float radius_40;
float dist_41;
vec4 mask_42;
vec4 coord_43;
int tmpvar_44;
tmpvar_44 = 0;
i_1_38 = tmpvar_44;
vec4 tmpvar_45;
tmpvar_45.zw = vec2(0.0, 0.0);
tmpvar_45.xy = i_33.uv.xy;
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
coord_43 = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = texture2D (_MainTex, coord_43.xy);
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
mask_42 = tmpvar_48;
float tmpvar_49;
tmpvar_49 = (mask_42.z + (mask_42.w / 255.0));
dist_41 = tmpvar_49;
float tmpvar_50;
tmpvar_50 = xll_saturate ((unity_ShadowBlurParams.y / (1.0 - dist_41)));
float tmpvar_51;
tmpvar_51 = tmpvar_50;
radius_40 = tmpvar_51;
float tmpvar_52;
tmpvar_52 = unity_ShadowBlurParams.x;
diffTolerance_39 = tmpvar_52;
vec2 tmpvar_53;
tmpvar_53 = (mask_42.xy * diffTolerance_39);
mask_42.xy = tmpvar_53.xy.xy;
while (true) {
if (!((i_1_38 < 8))) {
break;
};
vec4 tmpvar_54;
tmpvar_54 = texture2D (_MainTex, (coord_43 + (radius_40 * _BlurOffsets[i_1_38])).xy);
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
sample_37 = tmpvar_55;
float tmpvar_56;
tmpvar_56 = (sample_37.z + (sample_37.w / 255.0));
sampleDist_36 = tmpvar_56;
float tmpvar_57;
tmpvar_57 = (dist_41 - sampleDist_36);
diff_35 = tmpvar_57;
float tmpvar_58;
tmpvar_58 = abs (diff_35);
float tmpvar_59;
tmpvar_59 = xll_saturate ((diffTolerance_39 - tmpvar_58));
float tmpvar_60;
tmpvar_60 = tmpvar_59;
diff_35 = tmpvar_60;
vec2 tmpvar_61;
tmpvar_61 = (mask_42.xy + (diff_35 * sample_37.xy));
mask_42.xy = tmpvar_61.xy.xy;
int _post_incdec_tmp_62;
_post_incdec_tmp_62 = i_1_38;
int tmpvar_63;
tmpvar_63 = (i_1_38 + 1);
i_1_38 = tmpvar_63;
};
float tmpvar_64;
tmpvar_64 = (mask_42.x / mask_42.y);
shadow_34 = tmpvar_64;
vec4 tmpvar_65;
tmpvar_65 = vec4(shadow_34);
return tmpvar_65;
}
void main ()
{
v2f_img xlt_i_66;
vec4 xl_retval_67;
vec4 tmpvar_68;
tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_66.pos = tmpvar_68;
vec2 tmpvar_69;
tmpvar_69 = gl_TexCoord[0].xy;
vec2 tmpvar_70;
tmpvar_70 = tmpvar_69;
xlt_i_66.uv = tmpvar_70;
vec4 tmpvar_71;
tmpvar_71 = frag (xlt_i_66);
vec4 tmpvar_72;
tmpvar_72 = tmpvar_71;
xl_retval_67 = tmpvar_72;
vec4 tmpvar_73;
tmpvar_73 = xl_retval_67.xyzw;
vec4 tmpvar_74;
tmpvar_74 = tmpvar_73;
gl_FragData[0] = tmpvar_74;
}