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

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2012-04-03 23:30:07 -04:00
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 _View2Shadow3;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightSplitsNear;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightShadowData;
uniform sampler2D _CameraDepthTexture;
void main ()
{
mediump vec4 tmpvar_1;
highp vec4 res;
highp float depth;
lowp float tmpvar_2;
tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0).x;
depth = tmpvar_2;
highp float tmpvar_3;
tmpvar_3 = (1.0/(((_ZBufferParams.x * depth) + _ZBufferParams.y)));
depth = tmpvar_3;
highp vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = (xlv_TEXCOORD1 * tmpvar_3);
mediump float shadow_i0;
highp vec4 far;
highp vec4 near;
highp vec4 tmpvar_5;
tmpvar_5 = tmpvar_4.zzzz;
lowp vec4 tmpvar_6;
tmpvar_6 = vec4(greaterThanEqual (tmpvar_5, _LightSplitsNear));
near = tmpvar_6;
highp vec4 tmpvar_7;
tmpvar_7 = tmpvar_4.zzzz;
lowp vec4 tmpvar_8;
tmpvar_8 = vec4(lessThan (tmpvar_7, _LightSplitsFar));
far = tmpvar_8;
highp vec4 tmpvar_9;
tmpvar_9 = (near * far);
highp vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = (((((_View2Shadow * tmpvar_4).xyz * tmpvar_9.x) + ((_View2Shadow1 * tmpvar_4).xyz * tmpvar_9.y)) + ((_View2Shadow2 * tmpvar_4).xyz * tmpvar_9.z)) + ((_View2Shadow3 * tmpvar_4).xyz * tmpvar_9.w));
lowp vec4 tmpvar_11;
tmpvar_11 = texture2D (_ShadowMapTexture, tmpvar_10.xy);
highp float tmpvar_12;
if ((tmpvar_11.x < tmpvar_10.z)) {
tmpvar_12 = _LightShadowData.x;
} else {
tmpvar_12 = 1.0;
};
shadow_i0 = tmpvar_12;
res.x = shadow_i0;
res.y = 1.0;
highp vec2 enc;
highp vec2 tmpvar_13;
tmpvar_13 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_3)));
enc = tmpvar_13;
enc.x = (tmpvar_13.x - (tmpvar_13.y * 0.00392157));
res.zw = enc;
tmpvar_1 = res;
gl_FragData[0] = tmpvar_1;
}