bgfx/3rdparty/glsl-optimizer/tests/fragment/z-fxaa3-11-consolepc-out.txt

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#extension GL_ARB_shader_texture_lod : enable
uniform sampler2D _MainTex;
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uniform vec4 _MainTex_TexelSize;
varying vec2 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
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void main ()
{
vec4 fxaaConsoleRcpFrameOpt_1;
fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
vec4 fxaaConsoleRcpFrameOpt2_2;
fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
vec4 tmpvar_3;
vec4 rgbyB_4;
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vec4 rgbyA_5;
vec2 dir_6;
float dirSeMinusNw_7;
float lumaMaxSubMinM_8;
float dirSwMinusNe_9;
float lumaNe_10;
vec4 tmpvar_11;
tmpvar_11 = texture2DLod (_MainTex, xlv_TEXCOORD1.xy, 0.0);
vec4 tmpvar_12;
tmpvar_12 = texture2DLod (_MainTex, xlv_TEXCOORD1.xw, 0.0);
vec4 tmpvar_13;
tmpvar_13 = texture2DLod (_MainTex, xlv_TEXCOORD1.zw, 0.0);
vec4 tmpvar_14;
tmpvar_14 = texture2DLod (_MainTex, xlv_TEXCOORD0, 0.0);
lumaNe_10 = (texture2DLod (_MainTex, xlv_TEXCOORD1.zy, 0.0).y + 0.00260417);
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float tmpvar_15;
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tmpvar_15 = max (max (lumaNe_10, tmpvar_13.y), max (tmpvar_11.y, tmpvar_12.y));
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float tmpvar_16;
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tmpvar_16 = min (min (lumaNe_10, tmpvar_13.y), min (tmpvar_11.y, tmpvar_12.y));
float tmpvar_17;
tmpvar_17 = max (0.05, (tmpvar_15 * 0.125));
dirSwMinusNe_9 = (tmpvar_12.y - lumaNe_10);
lumaMaxSubMinM_8 = (max (tmpvar_15, tmpvar_14.y) - min (tmpvar_16, tmpvar_14.y));
dirSeMinusNw_7 = (tmpvar_13.y - tmpvar_11.y);
if ((lumaMaxSubMinM_8 < tmpvar_17)) {
tmpvar_3 = tmpvar_14;
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} else {
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dir_6.x = (dirSwMinusNe_9 + dirSeMinusNw_7);
dir_6.y = (dirSwMinusNe_9 - dirSeMinusNw_7);
vec2 tmpvar_18;
tmpvar_18 = normalize(dir_6);
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vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
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tmpvar_19.xy = (xlv_TEXCOORD0 - (tmpvar_18 * fxaaConsoleRcpFrameOpt_1.zw));
vec4 tmpvar_20;
tmpvar_20.zw = vec2(0.0, 0.0);
tmpvar_20.xy = (xlv_TEXCOORD0 + (tmpvar_18 * fxaaConsoleRcpFrameOpt_1.zw));
vec2 tmpvar_21;
tmpvar_21 = clamp ((tmpvar_18 / (
min (abs(tmpvar_18.x), abs(tmpvar_18.y))
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* 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
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vec4 tmpvar_22;
tmpvar_22.zw = vec2(0.0, 0.0);
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tmpvar_22.xy = (xlv_TEXCOORD0 - (tmpvar_21 * fxaaConsoleRcpFrameOpt2_2.zw));
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vec4 tmpvar_23;
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tmpvar_23.zw = vec2(0.0, 0.0);
tmpvar_23.xy = (xlv_TEXCOORD0 + (tmpvar_21 * fxaaConsoleRcpFrameOpt2_2.zw));
rgbyA_5 = (texture2DLod (_MainTex, tmpvar_19.xy, 0.0) + texture2DLod (_MainTex, tmpvar_20.xy, 0.0));
rgbyB_4 = (((texture2DLod (_MainTex, tmpvar_22.xy, 0.0) + texture2DLod (_MainTex, tmpvar_23.xy, 0.0)) * 0.25) + (rgbyA_5 * 0.25));
if (((rgbyB_4.y < tmpvar_16) || (rgbyB_4.y > tmpvar_15))) {
rgbyB_4.xyz = (rgbyA_5.xyz * 0.5);
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};
tmpvar_3 = rgbyB_4;
};
gl_FragData[0] = tmpvar_3;
}
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// stats: 47 alu 9 tex 2 flow
// inputs: 2
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
// #0: _MainTex_TexelSize (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]