mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
133 lines
2.4 KiB
Text
133 lines
2.4 KiB
Text
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _CameraDepthNormalsTexture;
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vec3 DecodeViewNormalStereo (
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in vec4 enc4
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)
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{
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vec3 n;
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float g;
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vec3 nn;
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float kScale;
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float tmpvar_1;
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tmpvar_1 = 1.7777;
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kScale = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2.z = 0.0;
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tmpvar_2.x = (2.0 * kScale);
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tmpvar_2.y = (2.0 * kScale);
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vec3 tmpvar_3;
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tmpvar_3.z = 1.0;
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tmpvar_3.x = -(kScale);
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tmpvar_3.y = -(kScale);
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vec3 tmpvar_4;
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tmpvar_4 = ((enc4.xyz * tmpvar_2) + tmpvar_3);
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nn = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = dot (nn.xyz, nn.xyz);
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float tmpvar_6;
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tmpvar_6 = (2.0 / tmpvar_5);
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g = tmpvar_6;
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vec2 tmpvar_7;
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tmpvar_7 = (g * nn.xy);
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n.xy = tmpvar_7.xy.xy;
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float tmpvar_8;
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tmpvar_8 = (g - 1.0);
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n.z = vec3(tmpvar_8).z;
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return n;
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}
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float DecodeFloatRG (
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in vec2 enc
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)
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{
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vec2 kDecodeDot;
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vec2 tmpvar_1;
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tmpvar_1 = vec2(1.0, 0.00392157);
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kDecodeDot = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = dot (enc, kDecodeDot);
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return tmpvar_2;
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}
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void DecodeDepthNormal (
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in vec4 enc,
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out float depth,
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out vec3 normal
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)
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{
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float tmpvar_1;
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tmpvar_1 = DecodeFloatRG (enc.zw);
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float tmpvar_2;
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tmpvar_2 = tmpvar_1;
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depth = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = DecodeViewNormalStereo (enc);
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vec3 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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normal = tmpvar_4;
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}
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vec4 frag (
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in v2f_img i
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)
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{
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vec4 col;
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vec3 n;
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float z;
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vec4 depth;
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vec4 tex;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, i.uv);
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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tex = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_CameraDepthNormalsTexture, i.uv);
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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depth = tmpvar_4;
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DecodeDepthNormal (depth, z, n);
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float tmpvar_5;
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tmpvar_5 = z;
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col.x = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = ((n.x * 0.5) + 0.5);
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col.y = vec2(tmpvar_6).y;
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float tmpvar_7;
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tmpvar_7 = ((n.y * 0.5) + 0.5);
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col.z = vec3(tmpvar_7).z;
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float tmpvar_8;
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tmpvar_8 = tex.w;
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col.w = vec4(tmpvar_8).w;
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return col;
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}
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void main ()
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{
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v2f_img xlt_i;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i.pos = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = gl_TexCoord[0].xy;
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vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xlt_i.uv = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = frag (xlt_i);
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vec4 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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xl_retval = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = xl_retval.xyzw;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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gl_FragData[0] = tmpvar_7;
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}
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