mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
161 lines
5 KiB
Text
161 lines
5 KiB
Text
#version 300 es
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uniform highp vec4 _ZBufferParams;
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uniform sampler2D _MainTex;
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uniform highp sampler2D _CameraDepthTexture;
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uniform sampler2D _VelTex;
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uniform sampler2D _NeighbourMaxTex;
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uniform sampler2D _NoiseTex;
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uniform highp vec4 _MainTex_TexelSize;
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uniform highp float _Jitter;
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uniform highp float _MaxVelocity;
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uniform highp float _SoftZDistance;
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in highp vec2 xlv_TEXCOORD0;
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out mediump vec4 _fragData;
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void main ()
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{
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highp vec2 tmpvar_1;
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tmpvar_1 = xlv_TEXCOORD0;
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highp vec4 jitteredDir_3;
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highp vec4 sum_4;
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highp float weight_5;
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highp float zx_6;
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highp vec2 vx_7;
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highp vec2 x_8;
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highp vec2 xf_9;
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xf_9 = xlv_TEXCOORD0;
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x_8 = xlv_TEXCOORD0;
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if ((_MainTex_TexelSize.y < 0.0)) {
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xf_9.y = (1.0 - xlv_TEXCOORD0.y);
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};
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lowp vec4 tmpvar_10;
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tmpvar_10 = textureLod (_NeighbourMaxTex, xf_9, 0.0);
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highp vec2 tmpvar_11;
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tmpvar_11 = tmpvar_10.xy;
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lowp vec4 tmpvar_12;
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tmpvar_12 = textureLod (_MainTex, xlv_TEXCOORD0, 0.0);
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highp vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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lowp vec4 tmpvar_14;
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tmpvar_14 = textureLod (_VelTex, xf_9, 0.0);
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highp vec2 tmpvar_15;
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tmpvar_15 = tmpvar_14.xy;
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vx_7 = tmpvar_15;
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highp vec4 tmpvar_16;
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tmpvar_16.zw = vec2(0.0, 0.0);
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tmpvar_16.xy = xlv_TEXCOORD0;
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highp vec4 coord_17;
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coord_17 = (tmpvar_16 * 11.0);
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lowp vec4 tmpvar_18;
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tmpvar_18 = textureLod (_NoiseTex, coord_17.xy, coord_17.w);
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highp vec4 tmpvar_19;
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tmpvar_19 = ((tmpvar_18 * 2.0) - 1.0);
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zx_6 = -((1.0/((
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(_ZBufferParams.x * textureLod (_CameraDepthTexture, xlv_TEXCOORD0, 0.0).x)
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+ _ZBufferParams.y))));
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weight_5 = 1.0;
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sum_4 = tmpvar_13;
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highp vec4 tmpvar_20;
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tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_MainTex_TexelSize.xyxy * _Jitter)).xyyz);
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jitteredDir_3 = ((max (
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abs(tmpvar_20.xyxy)
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,
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((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)
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) * sign(tmpvar_20.xyxy)) * vec4(1.0, 1.0, -1.0, -1.0));
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for (highp int l_2 = 0; l_2 < 12; l_2++) {
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highp float zy_21;
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highp vec4 yf_22;
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highp vec4 tmpvar_23;
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tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * vec2[12](vec2(-0.326212, -0.40581), vec2(-0.840144, -0.07358), vec2(-0.695914, 0.457137), vec2(-0.203345, 0.620716), vec2(0.96234, -0.194983), vec2(0.473434, -0.480026), vec2(0.519456, 0.767022), vec2(0.185461, -0.893124), vec2(0.507431, 0.064425), vec2(0.89642, 0.412458), vec2(-0.32194, -0.932615), vec2(-0.791559, -0.59771))[l_2].xyxy) * vec4(1.0, 1.0, -1.0, -1.0)));
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yf_22 = tmpvar_23;
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if ((_MainTex_TexelSize.y < 0.0)) {
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yf_22.yw = (1.0 - tmpvar_23.yw);
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};
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lowp vec4 tmpvar_24;
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tmpvar_24 = textureLod (_VelTex, yf_22.xy, 0.0);
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highp vec2 tmpvar_25;
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tmpvar_25 = tmpvar_24.xy;
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zy_21 = -((1.0/((
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(_ZBufferParams.x * textureLod (_CameraDepthTexture, tmpvar_23.xy, 0.0).x)
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+ _ZBufferParams.y))));
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highp vec2 x_26;
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x_26 = (x_8 - tmpvar_23.xy);
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highp vec2 x_27;
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x_27 = (tmpvar_23.xy - x_8);
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highp float tmpvar_28;
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tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
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highp vec2 x_29;
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x_29 = (tmpvar_23.xy - x_8);
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highp float edge0_30;
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edge0_30 = (0.95 * tmpvar_28);
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highp float tmpvar_31;
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tmpvar_31 = clamp (((
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sqrt(dot (x_29, x_29))
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- edge0_30) / (
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(1.05 * tmpvar_28)
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- edge0_30)), 0.0, 1.0);
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highp float tmpvar_32;
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tmpvar_32 = sqrt(dot (vx_7, vx_7));
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highp vec2 x_33;
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x_33 = (x_8 - tmpvar_23.xy);
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highp float edge0_34;
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edge0_34 = (0.95 * tmpvar_32);
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highp float tmpvar_35;
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tmpvar_35 = clamp (((
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sqrt(dot (x_33, x_33))
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- edge0_34) / (
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(1.05 * tmpvar_32)
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- edge0_34)), 0.0, 1.0);
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highp float tmpvar_36;
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tmpvar_36 = (((
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clamp ((1.0 - ((zy_21 - zx_6) / _SoftZDistance)), 0.0, 1.0)
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*
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clamp ((1.0 - (sqrt(
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dot (x_26, x_26)
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) / sqrt(
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dot (vx_7, vx_7)
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))), 0.0, 1.0)
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) + (
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clamp ((1.0 - ((zx_6 - zy_21) / _SoftZDistance)), 0.0, 1.0)
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*
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clamp ((1.0 - (sqrt(
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dot (x_27, x_27)
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) / sqrt(
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dot (tmpvar_25, tmpvar_25)
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))), 0.0, 1.0)
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)) + ((
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(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
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(2.0 * tmpvar_31)
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))))
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*
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(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
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(2.0 * tmpvar_35)
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))))
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) * 2.0));
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lowp vec4 tmpvar_37;
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tmpvar_37 = textureLod (_MainTex, tmpvar_23.xy, 0.0);
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highp vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
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weight_5 = (weight_5 + tmpvar_36);
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};
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highp vec4 tmpvar_39;
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tmpvar_39 = (sum_4 / weight_5);
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_fragData = tmpvar_39;
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}
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// stats: 99 alu 8 tex 4 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// uniforms: 5 (total size: 0)
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// #0: _ZBufferParams (high float) 4x1 [-1]
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// #1: _MainTex_TexelSize (high float) 4x1 [-1]
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// #2: _Jitter (high float) 1x1 [-1]
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// #3: _MaxVelocity (high float) 1x1 [-1]
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// #4: _SoftZDistance (high float) 1x1 [-1]
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// textures: 5
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// #0: _MainTex (low 2d) 0x0 [-1]
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// #1: _CameraDepthTexture (high 2d) 0x0 [-1]
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// #2: _VelTex (low 2d) 0x0 [-1]
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// #3: _NeighbourMaxTex (low 2d) 0x0 [-1]
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// #4: _NoiseTex (low 2d) 0x0 [-1]
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