bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-SSAO8-outES.txt

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2014-03-29 19:26:01 -04:00
uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _RandomTexture;
uniform highp vec4 _Params;
uniform highp vec4 _ProjectionParams;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec2 xlv_TEXCOORD1;
void main ()
{
highp vec3 RAND_SAMPLES_1[8];
RAND_SAMPLES_1[0] = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_1[1] = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_1[2] = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_1[3] = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_1[4] = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_1[5] = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_1[6] = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_1[7] = vec3(0.884915, 0.284208, 0.368524);
mediump float tmpvar_2;
highp vec2 tmpvar_3;
tmpvar_3 = xlv_TEXCOORD0;
highp vec3 samples_4[8];
samples_4[0]=RAND_SAMPLES_1[0];samples_4[1]=RAND_SAMPLES_1[1];samples_4[2]=RAND_SAMPLES_1[2];samples_4[3]=RAND_SAMPLES_1[3];samples_4[4]=RAND_SAMPLES_1[4];samples_4[5]=RAND_SAMPLES_1[5];samples_4[6]=RAND_SAMPLES_1[6];samples_4[7]=RAND_SAMPLES_1[7];
highp float occ_6;
highp float scale_7;
highp float depth_8;
highp vec3 viewNorm_9;
highp vec4 depthnormal_10;
mediump vec3 randN_11;
lowp vec3 tmpvar_12;
tmpvar_12 = ((texture2D (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0);
randN_11 = tmpvar_12;
lowp vec4 tmpvar_13;
tmpvar_13 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0);
depthnormal_10 = tmpvar_13;
highp vec3 n_14;
highp vec3 tmpvar_15;
tmpvar_15 = ((depthnormal_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
highp float tmpvar_16;
tmpvar_16 = (2.0 / dot (tmpvar_15, tmpvar_15));
n_14.xy = (tmpvar_16 * tmpvar_15.xy);
n_14.z = (tmpvar_16 - 1.0);
viewNorm_9 = n_14;
highp float tmpvar_17;
tmpvar_17 = (dot (depthnormal_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z);
depth_8 = tmpvar_17;
scale_7 = (_Params.x / tmpvar_17);
occ_6 = 0.0;
for (int s_5 = 0; s_5 < 8; s_5++) {
highp vec4 sampleND_18;
mediump vec3 randomDir_19;
highp vec3 tmpvar_20;
highp vec3 I_21;
I_21 = samples_4[s_5];
tmpvar_20 = (I_21 - (2.0 * (
dot (randN_11, I_21)
* randN_11)));
randomDir_19 = tmpvar_20;
highp float tmpvar_22;
tmpvar_22 = dot (viewNorm_9, randomDir_19);
mediump float tmpvar_23;
if ((tmpvar_22 < 0.0)) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = -1.0;
};
mediump vec3 tmpvar_24;
tmpvar_24 = (randomDir_19 * -(tmpvar_23));
highp vec3 tmpvar_25;
tmpvar_25 = (tmpvar_24 + (viewNorm_9 * 0.3));
randomDir_19 = tmpvar_25;
lowp vec4 tmpvar_26;
highp vec2 P_27;
P_27 = (tmpvar_3 + (randomDir_19.xy * scale_7));
tmpvar_26 = texture2D (_CameraDepthNormalsTexture, P_27);
sampleND_18 = tmpvar_26;
highp float tmpvar_28;
tmpvar_28 = clamp (((depth_8 -
(randomDir_19.z * _Params.x)
) - (
dot (sampleND_18.zw, vec2(1.0, 0.00392157))
* _ProjectionParams.z)), 0.0, 1.0);
if ((tmpvar_28 > _Params.y)) {
occ_6 = (occ_6 + pow ((1.0 - tmpvar_28), _Params.z));
};
};
highp float tmpvar_29;
tmpvar_29 = (occ_6 / 8.0);
occ_6 = tmpvar_29;
tmpvar_2 = (1.0 - tmpvar_29);
gl_FragData[0] = vec4(tmpvar_2);
}
// inputs: 2, stats: 49 alu 3 tex 4 flow