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

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