2012-10-07 23:41:18 -04:00
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uniform sampler2D _CameraDepthTexture;
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2014-02-11 02:06:13 -05:00
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _ZBufferParams;
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2012-10-07 23:41:18 -04:00
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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vec4 n_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1);
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n_2.w = tmpvar_3.w;
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float tmpvar_4;
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tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
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n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0);
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n_2.z = -(n_2.z);
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vec4 tmpvar_5;
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if ((tmpvar_4 < 0.999985)) {
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vec4 enc_6;
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vec2 enc_7;
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2014-10-11 15:32:43 -04:00
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enc_7 = (n_2.xy / (n_2.z + 1.0));
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enc_7 = (enc_7 / 1.7777);
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enc_7 = ((enc_7 * 0.5) + 0.5);
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enc_6.xy = enc_7;
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vec2 enc_8;
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enc_8 = (vec2(1.0, 255.0) * tmpvar_4);
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vec2 tmpvar_9;
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tmpvar_9 = fract(enc_8);
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enc_8.y = tmpvar_9.y;
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enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157));
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enc_6.zw = enc_8;
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2012-10-07 23:41:18 -04:00
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tmpvar_5 = enc_6;
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} else {
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tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0);
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};
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gl_FragData[0] = tmpvar_5;
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 17 alu 2 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [1] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _ZBufferParams (high float) 4x1 [-1]
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// textures: 2
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// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
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// #1: _CameraNormalsTexture (high 2d) 0x0 [-1]
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