#version 300 es layout(location=0) out mediump vec4 _glesFragData[4]; uniform highp vec4 _ProjectionParams; uniform highp sampler2D _CameraDepthNormalsTexture; uniform sampler2D _RandomTexture; uniform highp vec4 _Params; in highp vec2 xlv_TEXCOORD0; in highp vec2 xlv_TEXCOORD1; void main () { mediump float tmpvar_1; highp vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0; highp float occ_4; highp float scale_5; highp float depth_6; highp vec3 viewNorm_7; mediump vec3 randN_8; lowp vec3 tmpvar_9; tmpvar_9 = ((texture (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0); randN_8 = tmpvar_9; highp vec4 tmpvar_10; tmpvar_10 = texture (_CameraDepthNormalsTexture, xlv_TEXCOORD0); highp vec3 n_11; highp vec3 tmpvar_12; tmpvar_12 = ((tmpvar_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); highp float tmpvar_13; tmpvar_13 = (2.0 / dot (tmpvar_12, tmpvar_12)); n_11.xy = (tmpvar_13 * tmpvar_12.xy); n_11.z = (tmpvar_13 - 1.0); viewNorm_7 = n_11; depth_6 = (dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z); scale_5 = (_Params.x / depth_6); occ_4 = 0.0; for (int s_3 = 0; s_3 < 8; s_3++) { mediump vec3 randomDir_14; highp vec3 tmpvar_15; highp vec3 I_16; I_16 = vec3[8](vec3(0.0130572, 0.587232, -0.119337), vec3(0.323078, 0.0220727, -0.418873), vec3(-0.310725, -0.191367, 0.0561369), vec3(-0.479646, 0.0939877, -0.580265), vec3(0.139999, -0.33577, 0.559679), vec3(-0.248458, 0.255532, 0.348944), vec3(0.18719, -0.702764, -0.231748), vec3(0.884915, 0.284208, 0.368524))[s_3]; tmpvar_15 = (I_16 - (2.0 * ( dot (randN_8, I_16) * randN_8))); randomDir_14 = tmpvar_15; highp float tmpvar_17; tmpvar_17 = dot (viewNorm_7, randomDir_14); highp float tmpvar_18; if ((tmpvar_17 < 0.0)) { tmpvar_18 = 1.0; } else { tmpvar_18 = -1.0; }; randomDir_14 = (randomDir_14 * -(tmpvar_18)); randomDir_14 = (randomDir_14 + (viewNorm_7 * 0.3)); highp vec4 tmpvar_19; tmpvar_19 = texture (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_5))); highp float tmpvar_20; tmpvar_20 = clamp (((depth_6 - (randomDir_14.z * _Params.x) ) - ( dot (tmpvar_19.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_20 > _Params.y)) { occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _Params.z)); }; }; occ_4 = (occ_4 / 8.0); tmpvar_1 = (1.0 - occ_4); _glesFragData[0] = vec4(tmpvar_1); } // stats: 41 alu 3 tex 4 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 2x1 [-1] // uniforms: 2 (total size: 0) // #0: _ProjectionParams (high float) 4x1 [-1] // #1: _Params (high float) 4x1 [-1] // textures: 2 // #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1] // #1: _RandomTexture (low 2d) 0x0 [-1]