bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-SSAO8-inES.txt

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2014-03-29 19:26:01 -04:00
float xll_saturate_f( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 4
struct v2f_ao {
highp vec4 pos;
highp vec2 uv;
highp vec2 uvr;
};
#line 10
uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _RandomTexture;
uniform highp vec4 _Params;
uniform highp vec4 _ProjectionParams;
#line 15
#line 36
#line 83
#line 25
highp float DecodeFloatRG( in highp vec2 enc ) {
#line 27
highp vec2 kDecodeDot = vec2( 1.0, 0.00392157);
return dot( enc, kDecodeDot);
}
#line 15
highp vec3 DecodeViewNormalStereo( in highp vec4 enc4 ) {
highp float kScale = 1.7777;
highp vec3 nn = ((enc4.xyz * vec3( (2.0 * kScale), (2.0 * kScale), 0.0)) + vec3( (-kScale), (-kScale), 1.0));
#line 19
highp float g = (2.0 / dot( nn.xyz, nn.xyz));
highp vec3 n;
n.xy = (g * nn.xy);
n.z = (g - 1.0);
#line 23
return n;
}
#line 30
void DecodeDepthNormal( in highp vec4 enc, out highp float depth, out highp vec3 normal ) {
#line 32
depth = DecodeFloatRG( enc.zw);
normal = DecodeViewNormalStereo( enc);
}
#line 36
mediump float frag_ao( in v2f_ao i, in highp int sampleCount, in highp vec3 samples[8] ) {
mediump vec3 randN = ((texture2D( _RandomTexture, i.uvr).xyz * 2.0) - 1.0);
#line 42
highp vec4 depthnormal = texture2D( _CameraDepthNormalsTexture, i.uv);
highp vec3 viewNorm;
highp float depth;
DecodeDepthNormal( depthnormal, depth, viewNorm);
#line 46
depth *= _ProjectionParams.z;
highp float scale = (_Params.x / depth);
#line 50
highp float occ = 0.0;
highp int s = 0;
for ( ; (s < sampleCount); (++s)) {
#line 54
mediump vec3 randomDir = reflect( samples[s], randN);
mediump float flip = (( (dot( viewNorm, randomDir) < 0.0) ) ? ( 1.0 ) : ( -1.0 ));
#line 58
randomDir *= (-flip);
randomDir += (viewNorm * 0.3);
#line 62
highp vec2 offset = (randomDir.xy * scale);
highp float sD = (depth - (randomDir.z * _Params.x));
#line 66
highp vec4 sampleND = texture2D( _CameraDepthNormalsTexture, (i.uv + offset));
highp float sampleD;
highp vec3 sampleN;
DecodeDepthNormal( sampleND, sampleD, sampleN);
#line 70
sampleD *= _ProjectionParams.z;
highp float zd = xll_saturate_f((sD - sampleD));
if ((zd > _Params.y)){
#line 74
occ += pow( (1.0 - zd), _Params.z);
}
}
#line 79
occ /= float(sampleCount);
return (1.0 - occ);
}
#line 83
mediump vec4 xlat_main( in v2f_ao i ) {
highp vec3 RAND_SAMPLES[8];
RAND_SAMPLES[0] = vec3( 0.0130572, 0.587232, -0.119337);
RAND_SAMPLES[1] = vec3( 0.323078, 0.0220727, -0.418873);
RAND_SAMPLES[2] = vec3( -0.310725, -0.191367, 0.0561369);
RAND_SAMPLES[3] = vec3( -0.479646, 0.0939877, -0.580265);
RAND_SAMPLES[4] = vec3( 0.139999, -0.33577, 0.559679);
RAND_SAMPLES[5] = vec3( -0.248458, 0.255532, 0.348944);
RAND_SAMPLES[6] = vec3( 0.18719, -0.702764, -0.231748);
RAND_SAMPLES[7] = vec3( 0.884915, 0.284208, 0.368524);
#line 95
return vec4( frag_ao( i, 8, RAND_SAMPLES));
}
varying highp vec2 xlv_TEXCOORD0;
varying highp vec2 xlv_TEXCOORD1;
void main() {
mediump vec4 xl_retval;
v2f_ao xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2(xlv_TEXCOORD0);
xlt_i.uvr = vec2(xlv_TEXCOORD1);
xl_retval = xlat_main( xlt_i);
gl_FragData[0] = vec4(xl_retval);
}
// uniforms:
// _CameraDepthNormalsTexture:<none> type 25 arrsize 0
// _Params:<none> type 12 arrsize 0
// _ProjectionParams:<none> type 12 arrsize 0
// _RandomTexture:<none> type 25 arrsize 0