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

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2012-10-07 23:41:18 -04:00
struct v2f_img {
vec4 pos;
vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
float LinearEyeDepth (
in float z_1
)
{
return (1.0 / ((_ZBufferParams.z * z_1) + _ZBufferParams.w));
}
vec4 frag (
in v2f_img i_2
)
{
vec4 col_3;
float z_4;
vec4 depth_5;
vec4 tex_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, i_2.uv);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
tex_6 = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_CameraDepthTexture, i_2.uv);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
depth_5 = tmpvar_10;
float tmpvar_11;
tmpvar_11 = LinearEyeDepth (depth_5.x);
float tmpvar_12;
tmpvar_12 = (tmpvar_11 * 0.01);
z_4 = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = tex_6;
col_3 = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = vec2(z_4);
vec2 tmpvar_15;
tmpvar_15 = tmpvar_14;
col_3.xy = tmpvar_15.xy.xy;
return col_3;
}
void main ()
{
v2f_img xlt_i_16;
vec4 xl_retval_17;
vec4 tmpvar_18;
tmpvar_18 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_16.pos = tmpvar_18;
vec2 tmpvar_19;
tmpvar_19 = gl_TexCoord[0].xy;
vec2 tmpvar_20;
tmpvar_20 = tmpvar_19;
xlt_i_16.uv = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = frag (xlt_i_16);
vec4 tmpvar_22;
tmpvar_22 = tmpvar_21;
xl_retval_17 = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23 = xl_retval_17.xyzw;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
gl_FragData[0] = tmpvar_24;
}