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

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2012-04-03 23:30:07 -04:00
uniform vec4 _ZBufferParams;
uniform sampler2D _CameraDepthTexture;
void main ()
{
gl_FragData[0] = vec4((1.0 - (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y)))));
}