bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Internal-PrePassCollectShadows-in.txt

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2012-04-03 23:30:07 -04:00
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec2 uv;
vec3 ray;
};
struct appdata {
vec4 vertex;
vec2 texcoord;
vec3 texcoord1;
};
uniform sampler2D _CameraDepthTexture;
uniform vec4 _LightShadowData;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform mat4 _View2Shadow;
uniform mat4 _View2Shadow1;
uniform mat4 _View2Shadow2;
uniform mat4 _View2Shadow3;
uniform vec4 _ZBufferParams;
float unitySampleShadow( in vec4 eyePos );
float Linear01Depth( in float z );
vec2 EncodeFloatRG( in float v );
vec4 frag( in v2f i );
float unitySampleShadow( in vec4 eyePos ) {
vec3 sc0;
vec3 sc1;
vec3 sc2;
vec3 sc3;
float z;
vec4 near;
vec4 far;
vec4 weights;
vec4 coord;
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);
shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
return shadow;
}
float Linear01Depth( in float z ) {
return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
}
vec2 EncodeFloatRG( in float v ) {
vec2 kEncodeMul = vec2( 1.00000, 255.000);
float kEncodeBit = 0.00392157;
vec2 enc;
enc = (kEncodeMul * v);
enc = fract( enc );
enc.x -= (enc.y * kEncodeBit);
return enc;
}
vec4 frag( in v2f i ) {
float depth;
vec4 vpos;
float shadow;
vec4 res;
depth = texture2D( _CameraDepthTexture, i.uv).x ;
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;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xlt_i.ray = vec3( gl_TexCoord[1]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}