mirror of
https://github.com/scratchfoundation/bgfx.git
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86 lines
2.8 KiB
Text
86 lines
2.8 KiB
Text
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#version 300 es
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layout(location=0) out mediump vec4 _glesFragData[4];
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uniform highp vec4 _ProjectionParams;
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uniform sampler2D _CameraDepthNormalsTexture;
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uniform sampler2D _RandomTexture;
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uniform highp vec4 _Params;
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in highp vec2 xlv_TEXCOORD0;
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in highp vec2 xlv_TEXCOORD1;
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void main ()
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{
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mediump float tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = xlv_TEXCOORD0;
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highp float occ_4;
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highp float scale_5;
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highp float depth_6;
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highp vec3 viewNorm_7;
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highp vec4 depthnormal_8;
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mediump vec3 randN_9;
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lowp vec3 tmpvar_10;
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tmpvar_10 = ((texture (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0);
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randN_9 = tmpvar_10;
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lowp vec4 tmpvar_11;
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tmpvar_11 = texture (_CameraDepthNormalsTexture, xlv_TEXCOORD0);
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depthnormal_8 = tmpvar_11;
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highp vec3 n_12;
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highp vec3 tmpvar_13;
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tmpvar_13 = ((depthnormal_8.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
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highp float tmpvar_14;
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tmpvar_14 = (2.0 / dot (tmpvar_13, tmpvar_13));
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n_12.xy = (tmpvar_14 * tmpvar_13.xy);
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n_12.z = (tmpvar_14 - 1.0);
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viewNorm_7 = n_12;
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highp float tmpvar_15;
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tmpvar_15 = (dot (depthnormal_8.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z);
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depth_6 = tmpvar_15;
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scale_5 = (_Params.x / tmpvar_15);
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occ_4 = 0.0;
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for (int s_3 = 0; s_3 < 8; s_3++) {
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highp vec4 sampleND_16;
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mediump vec3 randomDir_17;
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highp vec3 tmpvar_18;
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highp vec3 I_19;
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I_19 = vec3[8](vec3(0.0130572, 0.587232, -0.119337), vec3(0.323078, 0.0220727, -0.418873), vec3(-0.310725, -0.191367, 0.0561369), vec3(-0.479646, 0.0939877, -0.580265), vec3(0.139999, -0.33577, 0.559679), vec3(-0.248458, 0.255532, 0.348944), vec3(0.18719, -0.702764, -0.231748), vec3(0.884915, 0.284208, 0.368524))[s_3];
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tmpvar_18 = (I_19 - (2.0 * (
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dot (randN_9, I_19)
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* randN_9)));
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randomDir_17 = tmpvar_18;
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highp float tmpvar_20;
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tmpvar_20 = dot (viewNorm_7, randomDir_17);
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float tmpvar_21;
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if ((tmpvar_20 < 0.0)) {
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tmpvar_21 = 1.0;
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} else {
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tmpvar_21 = -1.0;
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};
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mediump vec3 tmpvar_22;
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tmpvar_22 = (randomDir_17 * -(tmpvar_21));
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highp vec3 tmpvar_23;
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tmpvar_23 = (tmpvar_22 + (viewNorm_7 * 0.3));
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randomDir_17 = tmpvar_23;
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lowp vec4 tmpvar_24;
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highp vec2 P_25;
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P_25 = (tmpvar_2 + (randomDir_17.xy * scale_5));
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tmpvar_24 = texture (_CameraDepthNormalsTexture, P_25);
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sampleND_16 = tmpvar_24;
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highp float tmpvar_26;
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tmpvar_26 = clamp (((depth_6 -
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(randomDir_17.z * _Params.x)
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) - (
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dot (sampleND_16.zw, vec2(1.0, 0.00392157))
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* _ProjectionParams.z)), 0.0, 1.0);
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if ((tmpvar_26 > _Params.y)) {
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occ_4 = (occ_4 + pow ((1.0 - tmpvar_26), _Params.z));
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};
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};
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highp float tmpvar_27;
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tmpvar_27 = (occ_4 / 8.0);
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occ_4 = tmpvar_27;
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tmpvar_1 = (1.0 - tmpvar_27);
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_glesFragData[0] = vec4(tmpvar_1);
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}
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// inputs: 2, stats: 41 alu 3 tex 4 flow
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