bgfx/3rdparty/glsl-optimizer/tests/fragment/z-collectshadows-inES3.txt

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#version 300 es
struct v2f {
highp vec4 pos;
highp vec2 uv;
highp vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform highp vec4 _LightShadowData;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform highp mat4 _View2Shadow;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow3;
uniform highp vec4 _ZBufferParams;
mediump float unitySampleShadow( in highp vec4 eyePos );
highp float Linear01Depth( in highp float z );
highp vec2 EncodeFloatRG( in highp float v );
mediump vec4 xlat_main( in v2f i );
mediump float unitySampleShadow( in highp vec4 eyePos ) {
highp vec3 sc0;
highp vec3 sc1;
highp vec3 sc2;
highp vec3 sc3;
highp float z;
highp vec4 near;
highp vec4 far;
highp vec4 weights;
highp vec4 coord;
mediump float shadow;
sc0 = ( _View2Shadow * eyePos ).xyz ;
sc1 = ( _View2Shadow1 * eyePos ).xyz ;
sc2 = ( _View2Shadow2 * eyePos ).xyz ;
sc3 = ( _View2Shadow3 * eyePos ).xyz ;
z = eyePos.z ;
near = vec4( greaterThanEqual( vec4( z ), _LightSplitsNear) );
far = vec4( lessThan( vec4( z ), _LightSplitsFar) );
weights = (near * far);
coord = vec4( ((((sc0 * weights.x ) + (sc1 * weights.y )) + (sc2 * weights.z )) + (sc3 * weights.w )), 1.00000);
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shadow = ( (texture( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
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return shadow;
}
highp float Linear01Depth( in highp float z ) {
return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
}
highp vec2 EncodeFloatRG( in highp float v ) {
highp vec2 kEncodeMul = vec2( 1.00000, 255.000);
highp float kEncodeBit = 0.00392157;
highp vec2 enc;
enc = (kEncodeMul * v);
enc = fract( enc );
enc.x -= (enc.y * kEncodeBit);
return enc;
}
mediump vec4 xlat_main( in v2f i ) {
highp float depth;
highp vec4 vpos;
mediump float shadow;
highp vec4 res;
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depth = texture( _CameraDepthTexture, i.uv).x ;
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depth = Linear01Depth( depth);
vpos = vec4( (i.ray * depth), 1.00000);
shadow = unitySampleShadow( vpos);
res.x = shadow;
res.y = 1.00000;
res.zw = EncodeFloatRG( (1.00000 - depth));
return res;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
out mediump vec4 _fragData;
void main() {
mediump vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( xlv_TEXCOORD0);
xlt_i.ray = vec3( xlv_TEXCOORD1);
xl_retval = xlat_main( xlt_i);
_fragData = vec4( xl_retval);
}