bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_ShowDepthNTexture-in.txt

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2012-04-03 23:30:07 -04:00
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _MainTex;
vec3 DecodeViewNormalStereo( in vec4 enc4 );
float DecodeFloatRG( in vec2 enc );
void DecodeDepthNormal( in vec4 enc, out float depth, out vec3 normal );
vec4 frag( in v2f_img i );
vec3 DecodeViewNormalStereo( in vec4 enc4 ) {
float kScale = 1.77770;
vec3 nn;
float g;
vec3 n;
nn = ((enc4.xyz * vec3( (2.00000 * kScale), (2.00000 * kScale), 0.000000)) + vec3( ( -kScale ), ( -kScale ), 1.00000));
g = (2.00000 / dot( nn.xyz , nn.xyz ));
n.xy = (g * nn.xy );
n.z = (g - 1.00000);
return n;
}
float DecodeFloatRG( in vec2 enc ) {
vec2 kDecodeDot = vec2( 1.00000, 0.00392157);
return dot( enc, kDecodeDot);
}
void DecodeDepthNormal( in vec4 enc, out float depth, out vec3 normal ) {
depth = DecodeFloatRG( enc.zw );
normal = DecodeViewNormalStereo( enc);
}
vec4 frag( in v2f_img i ) {
vec4 tex;
vec4 depth;
float z;
vec3 n;
vec4 col;
tex = texture2D( _MainTex, i.uv);
depth = texture2D( _CameraDepthNormalsTexture, i.uv);
DecodeDepthNormal( depth, z, n);
col.x = z;
col.y = ((n.x * 0.500000) + 0.500000);
col.z = ((n.y * 0.500000) + 0.500000);
col.w = tex.w ;
return col;
}
void main() {
vec4 xl_retval;
v2f_img xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}