mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
132 lines
2.7 KiB
Text
132 lines
2.7 KiB
Text
struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _CameraDepthNormalsTexture;
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vec3 DecodeViewNormalStereo (
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in vec4 enc4_1
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)
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{
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vec3 n_2;
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float g_3;
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vec3 nn_4;
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float kScale_5;
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float tmpvar_6;
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tmpvar_6 = 1.7777;
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kScale_5 = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7.z = 0.0;
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tmpvar_7.x = (2.0 * kScale_5);
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tmpvar_7.y = (2.0 * kScale_5);
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vec3 tmpvar_8;
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tmpvar_8.z = 1.0;
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tmpvar_8.x = -(kScale_5);
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tmpvar_8.y = -(kScale_5);
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vec3 tmpvar_9;
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tmpvar_9 = ((enc4_1.xyz * tmpvar_7) + tmpvar_8);
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nn_4 = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = dot (nn_4.xyz, nn_4.xyz);
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float tmpvar_11;
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tmpvar_11 = (2.0 / tmpvar_10);
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g_3 = tmpvar_11;
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vec2 tmpvar_12;
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tmpvar_12 = (g_3 * nn_4.xy);
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n_2.xy = tmpvar_12.xy.xy;
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float tmpvar_13;
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tmpvar_13 = (g_3 - 1.0);
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n_2.z = vec3(tmpvar_13).z;
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return n_2;
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}
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float DecodeFloatRG (
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in vec2 enc_14
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)
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{
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vec2 kDecodeDot_15;
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vec2 tmpvar_16;
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tmpvar_16 = vec2(1.0, 0.00392157);
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kDecodeDot_15 = tmpvar_16;
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float tmpvar_17;
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tmpvar_17 = dot (enc_14, kDecodeDot_15);
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return tmpvar_17;
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}
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void DecodeDepthNormal (
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in vec4 enc_18,
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out float depth_19,
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out vec3 normal_20
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)
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{
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float tmpvar_21;
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tmpvar_21 = DecodeFloatRG (enc_18.zw);
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float tmpvar_22;
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tmpvar_22 = tmpvar_21;
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depth_19 = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = DecodeViewNormalStereo (enc_18);
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vec3 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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normal_20 = tmpvar_24;
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}
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vec4 frag (
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in v2f_img i_25
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)
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{
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vec4 col_26;
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vec3 n_27;
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float z_28;
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vec4 depth_29;
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vec4 tex_30;
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vec4 tmpvar_31;
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tmpvar_31 = texture2D (_MainTex, i_25.uv);
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_31;
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tex_30 = tmpvar_32;
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vec4 tmpvar_33;
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tmpvar_33 = texture2D (_CameraDepthNormalsTexture, i_25.uv);
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vec4 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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depth_29 = tmpvar_34;
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DecodeDepthNormal (depth_29, z_28, n_27);
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float tmpvar_35;
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tmpvar_35 = z_28;
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col_26.x = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = ((n_27.x * 0.5) + 0.5);
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col_26.y = vec2(tmpvar_36).y;
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float tmpvar_37;
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tmpvar_37 = ((n_27.y * 0.5) + 0.5);
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col_26.z = vec3(tmpvar_37).z;
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float tmpvar_38;
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tmpvar_38 = tex_30.w;
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col_26.w = vec4(tmpvar_38).w;
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return col_26;
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}
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void main ()
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{
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v2f_img xlt_i_39;
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vec4 xl_retval_40;
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vec4 tmpvar_41;
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tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i_39.pos = tmpvar_41;
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vec2 tmpvar_42;
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tmpvar_42 = gl_TexCoord[0].xy;
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vec2 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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xlt_i_39.uv = tmpvar_43;
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vec4 tmpvar_44;
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tmpvar_44 = frag (xlt_i_39);
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vec4 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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xl_retval_40 = tmpvar_45;
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vec4 tmpvar_46;
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tmpvar_46 = xl_retval_40.xyzw;
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vec4 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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gl_FragData[0] = tmpvar_47;
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}
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