#version 300 es layout(location=0) out mediump vec4 _glesFragData[4]; uniform highp vec4 _ProjectionParams; uniform 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; highp vec4 depthnormal_8; mediump vec3 randN_9; lowp vec3 tmpvar_10; tmpvar_10 = ((texture (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0); randN_9 = tmpvar_10; lowp vec4 tmpvar_11; tmpvar_11 = texture (_CameraDepthNormalsTexture, xlv_TEXCOORD0); depthnormal_8 = tmpvar_11; highp vec3 n_12; highp vec3 tmpvar_13; tmpvar_13 = ((depthnormal_8.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); highp float tmpvar_14; tmpvar_14 = (2.0 / dot (tmpvar_13, tmpvar_13)); n_12.xy = (tmpvar_14 * tmpvar_13.xy); n_12.z = (tmpvar_14 - 1.0); viewNorm_7 = n_12; highp float tmpvar_15; tmpvar_15 = (dot (depthnormal_8.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z); depth_6 = tmpvar_15; scale_5 = (_Params.x / tmpvar_15); occ_4 = 0.0; for (int s_3 = 0; s_3 < 8; s_3++) { highp vec4 sampleND_16; mediump vec3 randomDir_17; highp vec3 tmpvar_18; highp vec3 I_19; I_19 = 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_18 = (I_19 - (2.0 * ( dot (randN_9, I_19) * randN_9))); randomDir_17 = tmpvar_18; highp float tmpvar_20; tmpvar_20 = dot (viewNorm_7, randomDir_17); mediump float tmpvar_21; if ((tmpvar_20 < 0.0)) { tmpvar_21 = 1.0; } else { tmpvar_21 = -1.0; }; mediump vec3 tmpvar_22; tmpvar_22 = (randomDir_17 * -(tmpvar_21)); highp vec3 tmpvar_23; tmpvar_23 = (tmpvar_22 + (viewNorm_7 * 0.3)); randomDir_17 = tmpvar_23; lowp vec4 tmpvar_24; highp vec2 P_25; P_25 = (tmpvar_2 + (randomDir_17.xy * scale_5)); tmpvar_24 = texture (_CameraDepthNormalsTexture, P_25); sampleND_16 = tmpvar_24; highp float tmpvar_26; tmpvar_26 = clamp (((depth_6 - (randomDir_17.z * _Params.x) ) - ( dot (sampleND_16.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_26 > _Params.y)) { occ_4 = (occ_4 + pow ((1.0 - tmpvar_26), _Params.z)); }; }; highp float tmpvar_27; tmpvar_27 = (occ_4 / 8.0); occ_4 = tmpvar_27; tmpvar_1 = (1.0 - tmpvar_27); _glesFragData[0] = vec4(tmpvar_1); } // inputs: 2, stats: 41 alu 3 tex 4 flow