bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Shadow-ScreenBlur-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 unity_ShadowBlurParams;
uniform sampler2D _MainTex;
uniform vec4 _BlurOffsets[8];
void main ()
{
float radius;
vec4 mask;
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = gl_TexCoord[0].xy;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, tmpvar_1.xy);
mask = tmpvar_2;
float tmpvar_3;
tmpvar_3 = (tmpvar_2.z + (tmpvar_2.w / 255.0));
radius = clamp ((unity_ShadowBlurParams.y / (1.0 - tmpvar_3)), 0.0, 1.0);
mask.xy = (tmpvar_2.xy * unity_ShadowBlurParams.x);
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[0])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_4.z + (tmpvar_4.w / 255.0))))), 0.0, 1.0) * tmpvar_4.xy));
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[1])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_5.z + (tmpvar_5.w / 255.0))))), 0.0, 1.0) * tmpvar_5.xy));
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[2])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_6.z + (tmpvar_6.w / 255.0))))), 0.0, 1.0) * tmpvar_6.xy));
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[3])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_7.z + (tmpvar_7.w / 255.0))))), 0.0, 1.0) * tmpvar_7.xy));
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[4])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_8.z + (tmpvar_8.w / 255.0))))), 0.0, 1.0) * tmpvar_8.xy));
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[5])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_9.z + (tmpvar_9.w / 255.0))))), 0.0, 1.0) * tmpvar_9.xy));
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[6])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_10.z + (tmpvar_10.w / 255.0))))), 0.0, 1.0) * tmpvar_10.xy));
vec4 tmpvar_11;
tmpvar_11 = texture2D (_MainTex, (tmpvar_1 + (radius * _BlurOffsets[7])).xy);
mask.xy = (mask.xy + (clamp ((unity_ShadowBlurParams.x - abs ((tmpvar_3 - (tmpvar_11.z + (tmpvar_11.w / 255.0))))), 0.0, 1.0) * tmpvar_11.xy));
gl_FragData[0] = vec4((mask.x / mask.y));
}