bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Noise_Shader_YUV-ir.txt
2014-02-10 23:06:13 -08:00

100 lines
2.3 KiB
Text

struct v2f {
vec4 pos;
vec2 uv;
vec2 uvg;
vec2 uvs;
};
uniform sampler2D _GrainTex;
uniform vec4 _Intensity;
uniform sampler2D _MainTex;
uniform sampler2D _ScratchTex;
vec4 frag (
in v2f i_1
)
{
vec3 scratch_2;
vec3 grain_3;
vec3 yuv_4;
vec4 col_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, i_1.uv);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
col_5 = tmpvar_7;
float tmpvar_8;
tmpvar_8 = dot (col_5.xyz, vec3(0.299, 0.587, 0.114));
float tmpvar_9;
tmpvar_9 = tmpvar_8;
yuv_4.x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = ((col_5.z - yuv_4.x) * 0.492);
yuv_4.y = vec2(tmpvar_10).y;
float tmpvar_11;
tmpvar_11 = ((col_5.x - yuv_4.x) * 0.877);
yuv_4.z = vec3(tmpvar_11).z;
vec4 tmpvar_12;
tmpvar_12 = texture2D (_GrainTex, i_1.uvg);
vec3 tmpvar_13;
tmpvar_13 = ((tmpvar_12.xyz * 2.0) - 1.0);
grain_3 = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = (yuv_4.xyz + (grain_3 * _Intensity.x));
yuv_4 = tmpvar_14.xyz.xyz;
float tmpvar_15;
tmpvar_15 = ((yuv_4.z * 1.14) + yuv_4.x);
col_5.x = tmpvar_15;
float tmpvar_16;
tmpvar_16 = (((yuv_4.z *
-(0.581)
) + (yuv_4.y *
-(0.395)
)) + yuv_4.x);
col_5.y = vec2(tmpvar_16).y;
float tmpvar_17;
tmpvar_17 = ((yuv_4.y * 2.032) + yuv_4.x);
col_5.z = vec3(tmpvar_17).z;
vec4 tmpvar_18;
tmpvar_18 = texture2D (_ScratchTex, i_1.uvs);
vec3 tmpvar_19;
tmpvar_19 = ((tmpvar_18.xyz * 2.0) - 1.0);
scratch_2 = tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = (col_5.xyz + (scratch_2 * _Intensity.y));
col_5.xyz = tmpvar_20.xyz.xyz;
return col_5;
}
void main ()
{
v2f xlt_i_21;
vec4 xl_retval_22;
vec4 tmpvar_23;
tmpvar_23 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_21.pos = tmpvar_23;
vec2 tmpvar_24;
tmpvar_24 = gl_TexCoord[0].xy;
vec2 tmpvar_25;
tmpvar_25 = tmpvar_24;
xlt_i_21.uv = tmpvar_25;
vec2 tmpvar_26;
tmpvar_26 = gl_TexCoord[1].xy;
vec2 tmpvar_27;
tmpvar_27 = tmpvar_26;
xlt_i_21.uvg = tmpvar_27;
vec2 tmpvar_28;
tmpvar_28 = gl_TexCoord[2].xy;
vec2 tmpvar_29;
tmpvar_29 = tmpvar_28;
xlt_i_21.uvs = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = frag (xlt_i_21);
vec4 tmpvar_31;
tmpvar_31 = tmpvar_30;
xl_retval_22 = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = xl_retval_22.xyzw;
vec4 tmpvar_33;
tmpvar_33 = tmpvar_32;
gl_FragData[0] = tmpvar_33;
}