bgfx/3rdparty/glsl-optimizer/tests/fragment/complex-fxaa3-11-consolepc-out.txt

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2012-04-03 23:30:07 -04:00
#extension GL_ARB_shader_texture_lod : enable
varying vec4 xlv_TEXCOORD1;
varying vec2 xlv_TEXCOORD0;
uniform vec4 _MainTex_TexelSize;
uniform sampler2D _MainTex;
void main ()
{
vec4 fxaaConsoleRcpFrameOpt;
fxaaConsoleRcpFrameOpt = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
vec4 fxaaConsoleRcpFrameOpt2;
fxaaConsoleRcpFrameOpt2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
vec4 tmpvar_1;
vec4 rgbyB;
vec2 dir;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = xlv_TEXCOORD1.xy;
vec4 tmpvar_3;
tmpvar_3 = texture2DLod (_MainTex, tmpvar_2.xy, 0.0);
float tmpvar_4;
tmpvar_4 = tmpvar_3.y;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = xlv_TEXCOORD1.xw;
vec4 tmpvar_6;
tmpvar_6 = texture2DLod (_MainTex, tmpvar_5.xy, 0.0);
float tmpvar_7;
tmpvar_7 = tmpvar_6.y;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = xlv_TEXCOORD1.zy;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = xlv_TEXCOORD1.zw;
vec4 tmpvar_10;
tmpvar_10 = texture2DLod (_MainTex, tmpvar_9.xy, 0.0);
float tmpvar_11;
tmpvar_11 = tmpvar_10.y;
vec4 tmpvar_12;
tmpvar_12.zw = vec2(0.0, 0.0);
tmpvar_12.xy = xlv_TEXCOORD0;
vec4 tmpvar_13;
tmpvar_13 = texture2DLod (_MainTex, tmpvar_12.xy, 0.0);
float tmpvar_14;
tmpvar_14 = tmpvar_13.y;
float tmpvar_15;
tmpvar_15 = (texture2DLod (_MainTex, tmpvar_8.xy, 0.0).y + 0.00260417);
float tmpvar_16;
tmpvar_16 = max (max (tmpvar_15, tmpvar_11), max (tmpvar_4, tmpvar_7));
float tmpvar_17;
tmpvar_17 = min (min (tmpvar_15, tmpvar_11), min (tmpvar_4, tmpvar_7));
float tmpvar_18;
tmpvar_18 = max (0.05, (tmpvar_16 * 0.125));
float tmpvar_19;
tmpvar_19 = (tmpvar_6.y - tmpvar_15);
float tmpvar_20;
tmpvar_20 = (max (tmpvar_16, tmpvar_14) - min (tmpvar_17, tmpvar_14));
float tmpvar_21;
tmpvar_21 = (tmpvar_10.y - tmpvar_3.y);
if ((tmpvar_20 < tmpvar_18)) {
tmpvar_1 = tmpvar_13;
} else {
dir.x = (tmpvar_19 + tmpvar_21);
dir.y = (tmpvar_19 - tmpvar_21);
vec2 tmpvar_22;
tmpvar_22 = normalize (dir);
vec4 tmpvar_23;
tmpvar_23.zw = vec2(0.0, 0.0);
tmpvar_23.xy = (xlv_TEXCOORD0 - (tmpvar_22 * fxaaConsoleRcpFrameOpt.zw));
vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = (xlv_TEXCOORD0 + (tmpvar_22 * fxaaConsoleRcpFrameOpt.zw));
vec2 tmpvar_25;
tmpvar_25 = clamp ((tmpvar_22 / (min (abs (tmpvar_22.x), abs (tmpvar_22.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
vec4 tmpvar_26;
tmpvar_26.zw = vec2(0.0, 0.0);
tmpvar_26.xy = (xlv_TEXCOORD0 - (tmpvar_25 * fxaaConsoleRcpFrameOpt2.zw));
vec4 tmpvar_27;
tmpvar_27.zw = vec2(0.0, 0.0);
tmpvar_27.xy = (xlv_TEXCOORD0 + (tmpvar_25 * fxaaConsoleRcpFrameOpt2.zw));
vec4 tmpvar_28;
tmpvar_28 = (texture2DLod (_MainTex, tmpvar_23.xy, 0.0) + texture2DLod (_MainTex, tmpvar_24.xy, 0.0));
vec4 tmpvar_29;
tmpvar_29 = (((texture2DLod (_MainTex, tmpvar_26.xy, 0.0) + texture2DLod (_MainTex, tmpvar_27.xy, 0.0)) * 0.25) + (tmpvar_28 * 0.25));
rgbyB = tmpvar_29;
bool tmpvar_30;
if ((tmpvar_29.y < tmpvar_17)) {
tmpvar_30 = bool(1);
} else {
tmpvar_30 = (tmpvar_29.y > tmpvar_16);
};
if (tmpvar_30) {
rgbyB.xyz = (tmpvar_28.xyz * 0.5);
};
tmpvar_1 = rgbyB;
};
gl_FragData[0] = tmpvar_1;
}