bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_ShowDepthTexture-ir.txt

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2012-04-03 23:30:07 -04:00
struct v2f_img {
vec4 pos;
vec2 uv;
};
uniform vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform sampler2D _CameraDepthTexture;
float LinearEyeDepth (
in float z
)
{
return (1.0 / ((_ZBufferParams.z * z) + _ZBufferParams.w));
}
vec4 frag (
in v2f_img i
)
{
vec4 col;
float z;
vec4 depth;
vec4 tex;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, i.uv);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
tex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_CameraDepthTexture, i.uv);
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
depth = tmpvar_4;
float tmpvar_5;
tmpvar_5 = LinearEyeDepth (depth.x);
float tmpvar_6;
tmpvar_6 = (tmpvar_5 * 0.01);
z = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = tex;
col = tmpvar_7;
vec2 tmpvar_8;
tmpvar_8 = vec2(z);
vec2 tmpvar_9;
tmpvar_9 = tmpvar_8;
col.xy = tmpvar_9.xy.xy;
return col;
}
void main ()
{
v2f_img xlt_i;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.pos = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xy;
vec2 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uv = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = frag (xlt_i);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
xl_retval = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = xl_retval.xyzw;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
gl_FragData[0] = tmpvar_7;
}