bgfx/3rdparty/glsl-optimizer/tests/fragment/complex-collectshadows-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _ZBufferParams;
uniform mat4 _View2Shadow3;
uniform mat4 _View2Shadow2;
uniform mat4 _View2Shadow1;
uniform mat4 _View2Shadow;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
uniform sampler2D _CameraDepthTexture;
void main ()
{
vec4 res;
float tmpvar_1;
tmpvar_1 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y)));
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = (gl_TexCoord[1].xyz * tmpvar_1);
vec4 tmpvar_3;
tmpvar_3 = (vec4(greaterThanEqual (tmpvar_2.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_2.zzzz, _LightSplitsFar)));
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = (((((_View2Shadow * tmpvar_2).xyz * tmpvar_3.x) + ((_View2Shadow1 * tmpvar_2).xyz * tmpvar_3.y)) + ((_View2Shadow2 * tmpvar_2).xyz * tmpvar_3.z)) + ((_View2Shadow3 * tmpvar_2).xyz * tmpvar_3.w));
vec4 tmpvar_5;
tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy);
float tmpvar_6;
if ((tmpvar_5.x < tmpvar_4.z)) {
tmpvar_6 = _LightShadowData.x;
} else {
tmpvar_6 = 1.0;
};
res.x = tmpvar_6;
res.y = 1.0;
vec2 enc;
vec2 tmpvar_7;
tmpvar_7 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_1)));
enc = tmpvar_7;
enc.x = (tmpvar_7.x - (tmpvar_7.y * 0.00392157));
res.zw = enc;
gl_FragData[0] = res;
}