bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-SSAO24-out.txt
2014-10-11 12:32:43 -07:00

100 lines
4.4 KiB
Text

uniform vec4 _ProjectionParams;
uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _RandomTexture;
uniform vec4 _Params;
varying vec2 xlv_TEXCOORD0;
varying vec2 xlv_TEXCOORD1;
void main ()
{
vec3 RAND_SAMPLES_1[24];
RAND_SAMPLES_1[0] = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_1[1] = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_1[2] = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_1[3] = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_1[4] = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_1[5] = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_1[6] = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_1[7] = vec3(0.884915, 0.284208, 0.368524);
RAND_SAMPLES_1[8] = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_1[9] = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_1[10] = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_1[11] = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_1[12] = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_1[13] = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_1[14] = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_1[15] = vec3(0.884915, 0.284208, 0.368524);
RAND_SAMPLES_1[16] = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_1[17] = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_1[18] = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_1[19] = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_1[20] = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_1[21] = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_1[22] = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_1[23] = vec3(0.884915, 0.284208, 0.368524);
vec2 tmpvar_2;
tmpvar_2 = xlv_TEXCOORD0;
vec3 samples_3[24];
samples_3[0]=RAND_SAMPLES_1[0];samples_3[1]=RAND_SAMPLES_1[1];samples_3[2]=RAND_SAMPLES_1[2];samples_3[3]=RAND_SAMPLES_1[3];samples_3[4]=RAND_SAMPLES_1[4];samples_3[5]=RAND_SAMPLES_1[5];samples_3[6]=RAND_SAMPLES_1[6];samples_3[7]=RAND_SAMPLES_1[7];samples_3[8]=RAND_SAMPLES_1[8];samples_3[9]=RAND_SAMPLES_1[9];samples_3[10]=RAND_SAMPLES_1[10];samples_3[11]=RAND_SAMPLES_1[11];samples_3[12]=RAND_SAMPLES_1[12];samples_3[13]=RAND_SAMPLES_1[13];samples_3[14]=RAND_SAMPLES_1[14];samples_3[15]=RAND_SAMPLES_1[15];samples_3[16]=RAND_SAMPLES_1[16];samples_3[17]=RAND_SAMPLES_1[17];samples_3[18]=RAND_SAMPLES_1[18];samples_3[19]=RAND_SAMPLES_1[19];samples_3[20]=RAND_SAMPLES_1[20];samples_3[21]=RAND_SAMPLES_1[21];samples_3[22]=RAND_SAMPLES_1[22];samples_3[23]=RAND_SAMPLES_1[23];
float occ_5;
float scale_6;
float depth_7;
vec3 viewNorm_8;
vec3 randN_9;
randN_9 = ((texture2D (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0);
vec4 tmpvar_10;
tmpvar_10 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0);
vec3 n_11;
vec3 tmpvar_12;
tmpvar_12 = ((tmpvar_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
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_8 = n_11;
depth_7 = (dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z);
scale_6 = (_Params.x / depth_7);
occ_5 = 0.0;
for (int s_4 = 0; s_4 < 24; s_4++) {
vec3 randomDir_14;
vec3 tmpvar_15;
vec3 I_16;
I_16 = samples_3[s_4];
tmpvar_15 = (I_16 - (2.0 * (
dot (randN_9, I_16)
* randN_9)));
randomDir_14 = tmpvar_15;
float tmpvar_17;
tmpvar_17 = dot (viewNorm_8, tmpvar_15);
float tmpvar_18;
if ((tmpvar_17 < 0.0)) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = -1.0;
};
randomDir_14 = (tmpvar_15 * -(tmpvar_18));
randomDir_14 = (randomDir_14 + (viewNorm_8 * 0.3));
float tmpvar_19;
tmpvar_19 = clamp (((depth_7 -
(randomDir_14.z * _Params.x)
) - (
dot (texture2D (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_6))).zw, vec2(1.0, 0.00392157))
* _ProjectionParams.z)), 0.0, 1.0);
if ((tmpvar_19 > _Params.y)) {
occ_5 = (occ_5 + pow ((1.0 - tmpvar_19), _Params.z));
};
};
occ_5 = (occ_5 / 24.0);
gl_FragData[0] = vec4((1.0 - occ_5));
}
// stats: 65 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 (high 2d) 0x0 [-1]