bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark3-out.txt
2014-10-11 12:32:43 -07:00

50 lines
1.5 KiB
Text

uniform vec4 _LightShadowData;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightSplitsNear;
uniform vec4 _ProjectionParams;
uniform sampler2D _ShadowMapTexture;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[4].xy;
vec4 res_2;
vec4 weights_3;
weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = (((
(gl_TexCoord[0].xyz * weights_3.x)
+
(gl_TexCoord[1].xyz * weights_3.y)
) + (gl_TexCoord[2].xyz * weights_3.z)) + (gl_TexCoord[3].xyz * weights_3.w));
vec4 tmpvar_5;
tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy);
float tmpvar_6;
if ((tmpvar_5.x < tmpvar_4.z)) {
tmpvar_6 = _LightShadowData.x;
} else {
tmpvar_6 = 1.0;
};
res_2.x = clamp ((tmpvar_6 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
res_2.y = 1.0;
vec2 enc_7;
enc_7 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x);
vec2 tmpvar_8;
tmpvar_8 = fract(enc_7);
enc_7.y = tmpvar_8.y;
enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157));
res_2.zw = enc_7;
gl_FragData[0] = res_2;
}
// stats: 25 alu 1 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 4 (total size: 0)
// #0: _LightShadowData (high float) 4x1 [-1]
// #1: _LightSplitsFar (high float) 4x1 [-1]
// #2: _LightSplitsNear (high float) 4x1 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]
// textures: 1
// #0: _ShadowMapTexture (high 2d) 0x0 [-1]