bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Shadow-ScreenBlur-in.txt

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2012-04-03 23:30:07 -04:00
float xll_saturate( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(mat3 m) {
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate(mat4 m) {
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
uniform vec4 _BlurOffsets[8];
uniform sampler2D _MainTex;
uniform vec4 unity_ShadowBlurParams;
vec4 frag( in v2f_img i );
vec4 frag( in v2f_img i ) {
vec4 coord;
vec4 mask;
float dist;
float radius;
float diffTolerance;
int i_1 = 0;
vec4 sample;
float sampleDist;
float diff;
float shadow;
coord = vec4( i.uv, 0.000000, 0.000000);
mask = texture2D( _MainTex, coord.xy );
dist = (mask.z + (mask.w / 255.000));
radius = xll_saturate( (unity_ShadowBlurParams.y / (1.00000 - dist)) );
diffTolerance = unity_ShadowBlurParams.x ;
mask.xy *= diffTolerance;
for ( ; (i_1 < 8); ( i_1++ )) {
sample = texture2D( _MainTex, (coord + (radius * _BlurOffsets[ i_1 ])).xy );
sampleDist = (sample.z + (sample.w / 255.000));
diff = (dist - sampleDist);
diff = xll_saturate( (diffTolerance - abs( diff )) );
mask.xy += (diff * sample.xy );
}
shadow = (mask.x / mask.y );
return vec4( shadow);
}
void main() {
vec4 xl_retval;
v2f_img xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}