bgfx/3rdparty/glsl-optimizer/tests/fragment/complex-fxaa3-11-consolepc-irES.txt

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2012-04-03 23:30:07 -04:00
#extension GL_EXT_shader_texture_lod : enable
struct v2f {
highp vec4 pos;
highp vec2 uv;
highp vec4 uvPosPos;
};
varying highp vec4 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_TexelSize;
uniform sampler2D _MainTex;
vec4 xll_tex2Dlod (
in sampler2D s,
in vec4 coord
)
{
lowp vec4 tmpvar_1;
tmpvar_1 = texture2DLodEXT (s, coord.xy, coord.w);
return tmpvar_1;
}
float FxaaLuma (
in lowp vec4 rgba
)
{
return rgba.y;
}
lowp vec4 FxaaPixelShader (
in highp vec2 pos,
in highp vec4 fxaaConsolePosPos,
in sampler2D tex,
in sampler2D fxaaConsole360TexExpBiasNegOne,
in sampler2D fxaaConsole360TexExpBiasNegTwo,
in highp vec2 fxaaQualityRcpFrame,
in highp vec4 fxaaConsoleRcpFrameOpt,
in highp vec4 fxaaConsoleRcpFrameOpt2,
in highp vec4 fxaaConsole360RcpFrameOpt2,
in highp float fxaaQualitySubpix,
in highp float fxaaQualityEdgeThreshold,
in highp float fxaaQualityEdgeThresholdMin,
in highp float fxaaConsoleEdgeSharpness,
in highp float fxaaConsoleEdgeThreshold,
in highp float fxaaConsoleEdgeThresholdMin,
in highp vec4 fxaaConsole360ConstDir
)
{
bool twoTap;
lowp vec4 rgbyB;
lowp vec4 rgbyA;
lowp vec4 rgbyP2;
lowp vec4 rgbyN2;
highp vec2 dir2;
highp float dirAbsMinTimesC;
lowp vec4 rgbyP1;
lowp vec4 rgbyN1;
highp vec2 dir1;
highp vec2 dir;
highp float dirSeMinusNw;
highp float lumaMaxSubMinM;
highp float dirSwMinusNe;
highp float lumaMaxM;
highp float lumaMaxScaledClamped;
highp float lumaMinM;
highp float lumaMaxScaled;
highp float lumaMin;
highp float lumaMax;
highp float lumaMinNeSe;
highp float lumaMaxNeSe;
highp float lumaMinNwSw;
highp float lumaMaxNwSw;
highp float lumaM;
lowp vec4 rgbyM;
highp float lumaSe;
highp float lumaNe;
highp float lumaSw;
highp float lumaNw;
highp vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = fxaaConsolePosPos.xy.xy;
vec4 tmpvar_2;
tmpvar_2 = xll_tex2Dlod (tex, tmpvar_1);
highp float tmpvar_3;
tmpvar_3 = FxaaLuma (tmpvar_2);
highp float tmpvar_4;
tmpvar_4 = tmpvar_3;
lumaNw = tmpvar_4;
highp vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = fxaaConsolePosPos.xw.xy;
vec4 tmpvar_6;
tmpvar_6 = xll_tex2Dlod (tex, tmpvar_5);
highp float tmpvar_7;
tmpvar_7 = FxaaLuma (tmpvar_6);
highp float tmpvar_8;
tmpvar_8 = tmpvar_7;
lumaSw = tmpvar_8;
highp vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = fxaaConsolePosPos.zy.xy;
vec4 tmpvar_10;
tmpvar_10 = xll_tex2Dlod (tex, tmpvar_9);
highp float tmpvar_11;
tmpvar_11 = FxaaLuma (tmpvar_10);
highp float tmpvar_12;
tmpvar_12 = tmpvar_11;
lumaNe = tmpvar_12;
highp vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = fxaaConsolePosPos.zw.xy;
vec4 tmpvar_14;
tmpvar_14 = xll_tex2Dlod (tex, tmpvar_13);
highp float tmpvar_15;
tmpvar_15 = FxaaLuma (tmpvar_14);
highp float tmpvar_16;
tmpvar_16 = tmpvar_15;
lumaSe = tmpvar_16;
highp vec4 tmpvar_17;
tmpvar_17.zw = vec2(0.0, 0.0);
tmpvar_17.xy = pos.xy.xy;
vec4 tmpvar_18;
tmpvar_18 = xll_tex2Dlod (tex, tmpvar_17);
vec4 tmpvar_19;
tmpvar_19 = tmpvar_18;
rgbyM = tmpvar_19;
lowp float tmpvar_20;
tmpvar_20 = rgbyM.y;
lumaM = tmpvar_20;
highp float tmpvar_21;
tmpvar_21 = max (lumaNw, lumaSw);
highp float tmpvar_22;
tmpvar_22 = tmpvar_21;
lumaMaxNwSw = tmpvar_22;
highp float tmpvar_23;
tmpvar_23 = (lumaNe + 0.00260417);
lumaNe = tmpvar_23;
highp float tmpvar_24;
tmpvar_24 = min (lumaNw, lumaSw);
highp float tmpvar_25;
tmpvar_25 = tmpvar_24;
lumaMinNwSw = tmpvar_25;
highp float tmpvar_26;
tmpvar_26 = max (lumaNe, lumaSe);
highp float tmpvar_27;
tmpvar_27 = tmpvar_26;
lumaMaxNeSe = tmpvar_27;
highp float tmpvar_28;
tmpvar_28 = min (lumaNe, lumaSe);
highp float tmpvar_29;
tmpvar_29 = tmpvar_28;
lumaMinNeSe = tmpvar_29;
highp float tmpvar_30;
tmpvar_30 = max (lumaMaxNeSe, lumaMaxNwSw);
highp float tmpvar_31;
tmpvar_31 = tmpvar_30;
lumaMax = tmpvar_31;
highp float tmpvar_32;
tmpvar_32 = min (lumaMinNeSe, lumaMinNwSw);
highp float tmpvar_33;
tmpvar_33 = tmpvar_32;
lumaMin = tmpvar_33;
highp float tmpvar_34;
tmpvar_34 = (lumaMax * fxaaConsoleEdgeThreshold);
lumaMaxScaled = tmpvar_34;
highp float tmpvar_35;
tmpvar_35 = min (lumaMin, lumaM);
highp float tmpvar_36;
tmpvar_36 = tmpvar_35;
lumaMinM = tmpvar_36;
highp float tmpvar_37;
tmpvar_37 = max (fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
highp float tmpvar_38;
tmpvar_38 = tmpvar_37;
lumaMaxScaledClamped = tmpvar_38;
highp float tmpvar_39;
tmpvar_39 = max (lumaMax, lumaM);
highp float tmpvar_40;
tmpvar_40 = tmpvar_39;
lumaMaxM = tmpvar_40;
highp float tmpvar_41;
tmpvar_41 = (lumaSw - lumaNe);
dirSwMinusNe = tmpvar_41;
highp float tmpvar_42;
tmpvar_42 = (lumaMaxM - lumaMinM);
lumaMaxSubMinM = tmpvar_42;
highp float tmpvar_43;
tmpvar_43 = (lumaSe - lumaNw);
dirSeMinusNw = tmpvar_43;
if ((lumaMaxSubMinM < lumaMaxScaledClamped)) {
return rgbyM;
};
highp float tmpvar_44;
tmpvar_44 = (dirSwMinusNe + dirSeMinusNw);
dir.x = tmpvar_44;
highp float tmpvar_45;
tmpvar_45 = (dirSwMinusNe - dirSeMinusNw);
dir.y = vec2(tmpvar_45).y;
highp vec2 tmpvar_46;
tmpvar_46 = normalize (dir.xy);
highp vec2 tmpvar_47;
tmpvar_47 = tmpvar_46;
dir1 = tmpvar_47;
highp vec4 tmpvar_48;
tmpvar_48.zw = vec2(0.0, 0.0);
tmpvar_48.xy = (pos.xy - (dir1 * fxaaConsoleRcpFrameOpt.zw)).xy;
vec4 tmpvar_49;
tmpvar_49 = xll_tex2Dlod (tex, tmpvar_48);
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
rgbyN1 = tmpvar_50;
highp vec4 tmpvar_51;
tmpvar_51.zw = vec2(0.0, 0.0);
tmpvar_51.xy = (pos.xy + (dir1 * fxaaConsoleRcpFrameOpt.zw)).xy;
vec4 tmpvar_52;
tmpvar_52 = xll_tex2Dlod (tex, tmpvar_51);
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
rgbyP1 = tmpvar_53;
highp float tmpvar_54;
tmpvar_54 = abs (dir1.x);
highp float tmpvar_55;
tmpvar_55 = abs (dir1.y);
highp float tmpvar_56;
tmpvar_56 = min (tmpvar_54, tmpvar_55);
highp float tmpvar_57;
tmpvar_57 = (tmpvar_56 * fxaaConsoleEdgeSharpness);
dirAbsMinTimesC = tmpvar_57;
highp vec2 tmpvar_58;
tmpvar_58 = clamp ((dir1.xy / dirAbsMinTimesC), vec2(-2.0, -2.0), vec2(2.0, 2.0));
highp vec2 tmpvar_59;
tmpvar_59 = tmpvar_58;
dir2 = tmpvar_59;
highp vec4 tmpvar_60;
tmpvar_60.zw = vec2(0.0, 0.0);
tmpvar_60.xy = (pos.xy - (dir2 * fxaaConsoleRcpFrameOpt2.zw)).xy;
vec4 tmpvar_61;
tmpvar_61 = xll_tex2Dlod (tex, tmpvar_60);
vec4 tmpvar_62;
tmpvar_62 = tmpvar_61;
rgbyN2 = tmpvar_62;
highp vec4 tmpvar_63;
tmpvar_63.zw = vec2(0.0, 0.0);
tmpvar_63.xy = (pos.xy + (dir2 * fxaaConsoleRcpFrameOpt2.zw)).xy;
vec4 tmpvar_64;
tmpvar_64 = xll_tex2Dlod (tex, tmpvar_63);
vec4 tmpvar_65;
tmpvar_65 = tmpvar_64;
rgbyP2 = tmpvar_65;
lowp vec4 tmpvar_66;
tmpvar_66 = (rgbyN1 + rgbyP1);
rgbyA = tmpvar_66;
lowp vec4 tmpvar_67;
tmpvar_67 = (((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25));
rgbyB = tmpvar_67;
bool tmpvar_68;
if ((rgbyB.y < lumaMin)) {
tmpvar_68 = bool(1);
} else {
tmpvar_68 = (rgbyB.y > lumaMax);
};
bool tmpvar_69;
tmpvar_69 = tmpvar_68;
twoTap = tmpvar_69;
if (twoTap) {
lowp vec3 tmpvar_70;
tmpvar_70 = (rgbyA.xyz * 0.5);
rgbyB.xyz = tmpvar_70.xyz.xyz;
};
return rgbyB;
}
lowp vec4 xlat_main (
in v2f i
)
{
highp float fxaaN;
float tmpvar_1;
tmpvar_1 = 0.5;
fxaaN = tmpvar_1;
highp vec4 tmpvar_2;
tmpvar_2.x = -(fxaaN);
tmpvar_2.y = -(fxaaN);
tmpvar_2.z = fxaaN;
tmpvar_2.w = fxaaN;
lowp vec4 tmpvar_3;
tmpvar_3 = FxaaPixelShader (i.uv, i.uvPosPos, _MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy, (_MainTex_TexelSize.xyxy * tmpvar_2), (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0)), (_MainTex_TexelSize.xyxy * vec4(8.0, 8.0, -4.0, -4.0)), 0.75, 0.166, 0.0833, 8.0, 0.125, 0.05, vec4(1.0, -1.0, 0.25, -0.25));
return tmpvar_3;
}
void main ()
{
v2f xlt_i;
lowp vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.pos = tmpvar_1;
highp vec2 tmpvar_2;
tmpvar_2 = xlv_TEXCOORD0.xy;
highp vec2 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uv = tmpvar_3;
highp vec4 tmpvar_4;
tmpvar_4 = xlv_TEXCOORD1.xyzw;
highp vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
xlt_i.uvPosPos = tmpvar_5;
lowp vec4 tmpvar_6;
tmpvar_6 = xlat_main (xlt_i);
lowp vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
xl_retval = tmpvar_7;
lowp vec4 tmpvar_8;
tmpvar_8 = xl_retval.xyzw;
lowp vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
gl_FragData[0] = tmpvar_9;
}