2012-10-07 23:41:18 -04:00
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#extension GL_EXT_shader_texture_lod : enable
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varying highp vec4 xlv_TEXCOORD1;
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varying highp vec2 xlv_TEXCOORD0;
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uniform highp vec4 _MainTex_TexelSize;
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uniform sampler2D _MainTex;
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void main ()
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{
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highp vec4 fxaaConsoleRcpFrameOpt_1;
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fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
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highp vec4 fxaaConsoleRcpFrameOpt2_2;
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fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
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lowp vec4 tmpvar_3;
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lowp vec4 rgbyB_4;
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highp vec2 dir_5;
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highp float lumaM_6;
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lowp vec4 tmpvar_7;
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2013-03-17 14:29:03 -04:00
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tmpvar_7 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xy, 0.0);
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2012-10-07 23:41:18 -04:00
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highp float tmpvar_8;
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tmpvar_8 = tmpvar_7.y;
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lowp vec4 tmpvar_9;
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2013-03-17 14:29:03 -04:00
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tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xw, 0.0);
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2012-10-07 23:41:18 -04:00
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highp float tmpvar_10;
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tmpvar_10 = tmpvar_9.y;
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lowp vec4 tmpvar_11;
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2013-03-17 14:29:03 -04:00
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tmpvar_11 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zy, 0.0);
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2012-10-07 23:41:18 -04:00
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highp float tmpvar_12;
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tmpvar_12 = tmpvar_11.y;
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lowp vec4 tmpvar_13;
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2013-03-17 14:29:03 -04:00
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tmpvar_13 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zw, 0.0);
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2012-10-07 23:41:18 -04:00
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highp float tmpvar_14;
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tmpvar_14 = tmpvar_13.y;
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lowp vec4 tmpvar_15;
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2013-03-17 14:29:03 -04:00
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tmpvar_15 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0, 0.0);
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2012-10-07 23:41:18 -04:00
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lowp float tmpvar_16;
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tmpvar_16 = tmpvar_15.y;
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lumaM_6 = tmpvar_16;
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highp float tmpvar_17;
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tmpvar_17 = (tmpvar_12 + 0.00260417);
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highp float tmpvar_18;
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tmpvar_18 = max (max (tmpvar_17, tmpvar_14), max (tmpvar_8, tmpvar_10));
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highp float tmpvar_19;
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tmpvar_19 = min (min (tmpvar_17, tmpvar_14), min (tmpvar_8, tmpvar_10));
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highp float tmpvar_20;
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tmpvar_20 = max (0.05, (tmpvar_18 * 0.125));
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highp float tmpvar_21;
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tmpvar_21 = (tmpvar_10 - tmpvar_17);
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highp float tmpvar_22;
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tmpvar_22 = (max (tmpvar_18, lumaM_6) - min (tmpvar_19, lumaM_6));
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highp float tmpvar_23;
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tmpvar_23 = (tmpvar_14 - tmpvar_8);
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if ((tmpvar_22 < tmpvar_20)) {
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tmpvar_3 = tmpvar_15;
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} else {
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dir_5.x = (tmpvar_21 + tmpvar_23);
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dir_5.y = (tmpvar_21 - tmpvar_23);
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highp vec2 tmpvar_24;
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tmpvar_24 = normalize(dir_5);
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highp vec4 tmpvar_25;
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tmpvar_25.zw = vec2(0.0, 0.0);
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tmpvar_25.xy = (xlv_TEXCOORD0 - (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
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highp vec4 tmpvar_26;
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tmpvar_26.zw = vec2(0.0, 0.0);
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tmpvar_26.xy = (xlv_TEXCOORD0 + (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
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highp vec2 tmpvar_27;
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tmpvar_27 = clamp ((tmpvar_24 / (min (abs(tmpvar_24.x), abs(tmpvar_24.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
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highp vec4 tmpvar_28;
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tmpvar_28.zw = vec2(0.0, 0.0);
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tmpvar_28.xy = (xlv_TEXCOORD0 - (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
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highp vec4 tmpvar_29;
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tmpvar_29.zw = vec2(0.0, 0.0);
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tmpvar_29.xy = (xlv_TEXCOORD0 + (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
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lowp vec4 tmpvar_30;
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tmpvar_30 = (texture2DLodEXT (_MainTex, tmpvar_25.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_26.xy, 0.0));
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2012-10-07 23:41:18 -04:00
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lowp vec4 tmpvar_31;
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2013-03-17 14:29:03 -04:00
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tmpvar_31 = (((texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_29.xy, 0.0)) * 0.25) + (tmpvar_30 * 0.25));
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2012-10-07 23:41:18 -04:00
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rgbyB_4 = tmpvar_31;
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if (((tmpvar_31.y < tmpvar_19) || (tmpvar_31.y > tmpvar_18))) {
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rgbyB_4.xyz = (tmpvar_30.xyz * 0.5);
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};
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tmpvar_3 = rgbyB_4;
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};
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gl_FragData[0] = tmpvar_3;
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}
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