bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Test_VertexShaderDepthTexture-ir.txt

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2012-04-03 23:30:07 -04:00
struct v2f {
vec4 pos;
vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _CameraDepthTexture;
float Linear01Depth (
in float z
)
{
return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
}
vec4 frag (
in v2f i
)
{
vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, i.uv);
float tmpvar_2;
tmpvar_2 = Linear01Depth (tmpvar_1.x);
vec4 tmpvar_3;
tmpvar_3 = vec4((1.0 - tmpvar_2));
return tmpvar_3;
}
void main ()
{
v2f xlt_i;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.pos = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xy;
vec2 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uv = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = frag (xlt_i);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
xl_retval = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = xl_retval.xyzw;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
gl_FragData[0] = tmpvar_7;
}