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

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struct v2f {
highp vec4 pos;
highp vec2 uv;
highp vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
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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;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
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mediump float unitySampleShadow (
in highp vec4 eyePos_1
)
{
mediump float shadow_2;
highp vec4 coord_3;
highp vec4 weights_4;
highp vec4 far_5;
highp vec4 near_6;
highp float z_7;
highp vec3 sc3_8;
highp vec3 sc2_9;
highp vec3 sc1_10;
highp vec3 sc0_11;
highp vec3 tmpvar_12;
tmpvar_12 = (_View2Shadow * eyePos_1).xyz;
sc0_11 = tmpvar_12;
highp vec3 tmpvar_13;
tmpvar_13 = (_View2Shadow1 * eyePos_1).xyz;
sc1_10 = tmpvar_13;
highp vec3 tmpvar_14;
tmpvar_14 = (_View2Shadow2 * eyePos_1).xyz;
sc2_9 = tmpvar_14;
highp vec3 tmpvar_15;
tmpvar_15 = (_View2Shadow3 * eyePos_1).xyz;
sc3_8 = tmpvar_15;
highp float tmpvar_16;
tmpvar_16 = eyePos_1.z;
z_7 = tmpvar_16;
highp vec4 tmpvar_17;
tmpvar_17 = vec4(z_7);
bvec4 tmpvar_18;
tmpvar_18 = greaterThanEqual (tmpvar_17, _LightSplitsNear);
lowp vec4 tmpvar_19;
tmpvar_19 = vec4(tmpvar_18).xyzw;
lowp vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
near_6 = tmpvar_20;
highp vec4 tmpvar_21;
tmpvar_21 = vec4(z_7);
bvec4 tmpvar_22;
tmpvar_22 = lessThan (tmpvar_21, _LightSplitsFar);
lowp vec4 tmpvar_23;
tmpvar_23 = vec4(tmpvar_22).xyzw;
lowp vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
far_5 = tmpvar_24;
highp vec4 tmpvar_25;
tmpvar_25 = (near_6 * far_5);
weights_4 = tmpvar_25;
highp vec4 tmpvar_26;
tmpvar_26.w = 1.0;
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tmpvar_26.xyz = (((
(sc0_11 * weights_4.x)
+
(sc1_10 * weights_4.y)
) + (sc2_9 * weights_4.z)) + (sc3_8 * weights_4.w)).xyz;
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highp vec4 tmpvar_27;
tmpvar_27 = tmpvar_26;
coord_3 = tmpvar_27;
lowp vec4 tmpvar_28;
tmpvar_28 = texture2D (_ShadowMapTexture, coord_3.xy);
highp float tmpvar_29;
if ((tmpvar_28.x < coord_3.z)) {
tmpvar_29 = _LightShadowData.x;
} else {
tmpvar_29 = 1.0;
};
highp float tmpvar_30;
tmpvar_30 = tmpvar_29;
shadow_2 = tmpvar_30;
return shadow_2;
}
float Linear01Depth (
in highp float z_31
)
{
return (1.0 / ((_ZBufferParams.x * z_31) + _ZBufferParams.y));
}
vec2 EncodeFloatRG (
in highp float v_32
)
{
highp vec2 enc_33;
highp float kEncodeBit_34;
highp vec2 kEncodeMul_35;
vec2 tmpvar_36;
tmpvar_36 = vec2(1.0, 255.0);
kEncodeMul_35 = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.00392157;
kEncodeBit_34 = tmpvar_37;
highp vec2 tmpvar_38;
tmpvar_38 = (kEncodeMul_35 * v_32);
enc_33 = tmpvar_38;
highp vec2 tmpvar_39;
tmpvar_39 = fract (enc_33);
highp vec2 tmpvar_40;
tmpvar_40 = tmpvar_39;
enc_33 = tmpvar_40;
highp float tmpvar_41;
tmpvar_41 = (enc_33.x - (enc_33.y * kEncodeBit_34));
enc_33.x = tmpvar_41;
return enc_33;
}
mediump vec4 xlat_main (
in v2f i_42
)
{
highp vec4 res_43;
mediump float shadow_44;
highp vec4 vpos_45;
highp float depth_46;
lowp vec4 tmpvar_47;
tmpvar_47 = texture2D (_CameraDepthTexture, i_42.uv);
lowp float tmpvar_48;
tmpvar_48 = tmpvar_47.x;
depth_46 = tmpvar_48;
highp float tmpvar_49;
tmpvar_49 = Linear01Depth (depth_46);
highp float tmpvar_50;
tmpvar_50 = tmpvar_49;
depth_46 = tmpvar_50;
highp vec4 tmpvar_51;
tmpvar_51.w = 1.0;
tmpvar_51.xyz = (i_42.ray * depth_46).xyz;
highp vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
vpos_45 = tmpvar_52;
mediump float tmpvar_53;
tmpvar_53 = unitySampleShadow (vpos_45);
mediump float tmpvar_54;
tmpvar_54 = tmpvar_53;
shadow_44 = tmpvar_54;
mediump float tmpvar_55;
tmpvar_55 = shadow_44;
res_43.x = tmpvar_55;
float tmpvar_56;
tmpvar_56 = 1.0;
res_43.y = vec2(tmpvar_56).y;
highp vec2 tmpvar_57;
tmpvar_57 = EncodeFloatRG ((1.0 - depth_46));
highp vec2 tmpvar_58;
tmpvar_58 = tmpvar_57;
res_43.zw = tmpvar_58.xxxy.zw;
return res_43;
}
void main ()
{
v2f xlt_i_59;
mediump vec4 xl_retval_60;
vec4 tmpvar_61;
tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_59.pos = tmpvar_61;
highp vec2 tmpvar_62;
tmpvar_62 = xlv_TEXCOORD0.xy;
highp vec2 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_i_59.uv = tmpvar_63;
highp vec3 tmpvar_64;
tmpvar_64 = xlv_TEXCOORD1.xyz;
highp vec3 tmpvar_65;
tmpvar_65 = tmpvar_64;
xlt_i_59.ray = tmpvar_65;
mediump vec4 tmpvar_66;
tmpvar_66 = xlat_main (xlt_i_59);
mediump vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
xl_retval_60 = tmpvar_67;
mediump vec4 tmpvar_68;
tmpvar_68 = xl_retval_60.xyzw;
mediump vec4 tmpvar_69;
tmpvar_69 = tmpvar_68;
gl_FragData[0] = tmpvar_69;
}