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

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2012-10-07 23:41:18 -04:00
struct v2f {
vec4 pos;
vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _CameraDepthTexture;
float Linear01Depth (
in float z_1
)
{
return (1.0 / ((_ZBufferParams.x * z_1) + _ZBufferParams.y));
}
vec4 frag (
in v2f i_2
)
{
vec4 tmpvar_3;
tmpvar_3 = texture2D (_CameraDepthTexture, i_2.uv);
float tmpvar_4;
tmpvar_4 = Linear01Depth (tmpvar_3.x);
vec4 tmpvar_5;
tmpvar_5 = vec4((1.0 - tmpvar_4));
return tmpvar_5;
}
void main ()
{
v2f xlt_i_6;
vec4 xl_retval_7;
vec4 tmpvar_8;
tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_6.pos = tmpvar_8;
vec2 tmpvar_9;
tmpvar_9 = gl_TexCoord[0].xy;
vec2 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_i_6.uv = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = frag (xlt_i_6);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xl_retval_7 = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = xl_retval_7.xyzw;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_FragData[0] = tmpvar_14;
}