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

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2012-04-03 23:30:07 -04:00
uniform sampler2D _ScratchTex;
uniform sampler2D _MainTex;
uniform vec4 _Intensity;
uniform sampler2D _GrainTex;
void main ()
{
vec3 yuv;
vec4 col;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
col = tmpvar_1;
yuv.x = dot (tmpvar_1.xyz, vec3(0.299, 0.587, 0.114));
yuv.y = ((tmpvar_1.z - yuv.x) * 0.492);
yuv.z = ((tmpvar_1.x - yuv.x) * 0.877);
yuv = (yuv + (((texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0) - 1.0) * _Intensity.x));
col.x = ((yuv.z * 1.14) + yuv.x);
col.y = (((yuv.z * -0.581) + (yuv.y * -0.395)) + yuv.x);
col.z = ((yuv.y * 2.032) + yuv.x);
col.xyz = (col.xyz + (((texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0) - 1.0) * _Intensity.y));
gl_FragData[0] = col;
}