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

195 lines
4.2 KiB
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struct v2f {
vec4 pos;
vec2 uv;
vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform vec4 _LightShadowData;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform mat4 _View2Shadow;
uniform mat4 _View2Shadow1;
uniform mat4 _View2Shadow2;
uniform mat4 _View2Shadow3;
uniform vec4 _ZBufferParams;
float unitySampleShadow (
in vec4 eyePos_1
)
{
float shadow_2;
vec4 coord_3;
vec4 weights_4;
vec4 far_5;
vec4 near_6;
float z_7;
vec3 sc3_8;
vec3 sc2_9;
vec3 sc1_10;
vec3 sc0_11;
vec3 tmpvar_12;
tmpvar_12 = (_View2Shadow * eyePos_1).xyz;
sc0_11 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = (_View2Shadow1 * eyePos_1).xyz;
sc1_10 = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = (_View2Shadow2 * eyePos_1).xyz;
sc2_9 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (_View2Shadow3 * eyePos_1).xyz;
sc3_8 = tmpvar_15;
float tmpvar_16;
tmpvar_16 = eyePos_1.z;
z_7 = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = vec4(z_7);
bvec4 tmpvar_18;
tmpvar_18 = greaterThanEqual (tmpvar_17, _LightSplitsNear);
vec4 tmpvar_19;
tmpvar_19 = vec4(tmpvar_18).xyzw;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
near_6 = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = vec4(z_7);
bvec4 tmpvar_22;
tmpvar_22 = lessThan (tmpvar_21, _LightSplitsFar);
vec4 tmpvar_23;
tmpvar_23 = vec4(tmpvar_22).xyzw;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
far_5 = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25 = (near_6 * far_5);
weights_4 = tmpvar_25;
vec4 tmpvar_26;
tmpvar_26.w = 1.0;
tmpvar_26.xyz = (((
(sc0_11 * weights_4.x)
+
(sc1_10 * weights_4.y)
) + (sc2_9 * weights_4.z)) + (sc3_8 * weights_4.w)).xyz;
vec4 tmpvar_27;
tmpvar_27 = tmpvar_26;
coord_3 = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28 = texture2D (_ShadowMapTexture, coord_3.xy);
float tmpvar_29;
if ((tmpvar_28.x < coord_3.z)) {
tmpvar_29 = _LightShadowData.x;
} else {
tmpvar_29 = 1.0;
};
float tmpvar_30;
tmpvar_30 = tmpvar_29;
shadow_2 = tmpvar_30;
return shadow_2;
}
float Linear01Depth (
in float z_31
)
{
return (1.0 / ((_ZBufferParams.x * z_31) + _ZBufferParams.y));
}
vec2 EncodeFloatRG (
in float v_32
)
{
vec2 enc_33;
float kEncodeBit_34;
vec2 kEncodeMul_35;
vec2 tmpvar_36;
tmpvar_36 = vec2(1.0, 255.0);
kEncodeMul_35 = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.00392157;
kEncodeBit_34 = tmpvar_37;
vec2 tmpvar_38;
tmpvar_38 = (kEncodeMul_35 * v_32);
enc_33 = tmpvar_38;
vec2 tmpvar_39;
tmpvar_39 = fract (enc_33);
vec2 tmpvar_40;
tmpvar_40 = tmpvar_39;
enc_33 = tmpvar_40;
float tmpvar_41;
tmpvar_41 = (enc_33.x - (enc_33.y * kEncodeBit_34));
enc_33.x = tmpvar_41;
return enc_33;
}
vec4 xlat_main (
in v2f i_42
)
{
vec4 res_43;
float shadow_44;
vec4 vpos_45;
float depth_46;
vec4 tmpvar_47;
tmpvar_47 = texture2D (_CameraDepthTexture, i_42.uv);
float tmpvar_48;
tmpvar_48 = tmpvar_47.x;
depth_46 = tmpvar_48;
float tmpvar_49;
tmpvar_49 = Linear01Depth (depth_46);
float tmpvar_50;
tmpvar_50 = tmpvar_49;
depth_46 = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51.w = 1.0;
tmpvar_51.xyz = (i_42.ray * depth_46).xyz;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
vpos_45 = tmpvar_52;
float tmpvar_53;
tmpvar_53 = unitySampleShadow (vpos_45);
float tmpvar_54;
tmpvar_54 = tmpvar_53;
shadow_44 = tmpvar_54;
float tmpvar_55;
tmpvar_55 = shadow_44;
res_43.x = tmpvar_55;
float tmpvar_56;
tmpvar_56 = 1.0;
res_43.y = vec2(tmpvar_56).y;
vec2 tmpvar_57;
tmpvar_57 = EncodeFloatRG ((1.0 - depth_46));
vec2 tmpvar_58;
tmpvar_58 = tmpvar_57;
res_43.zw = tmpvar_58.xxxy.zw;
return res_43;
}
void main ()
{
v2f xlt_i_59;
vec4 xl_retval_60;
vec4 tmpvar_61;
tmpvar_61 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_59.pos = tmpvar_61;
vec2 tmpvar_62;
tmpvar_62 = gl_TexCoord[0].xy;
vec2 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_i_59.uv = tmpvar_63;
vec3 tmpvar_64;
tmpvar_64 = gl_TexCoord[1].xyz;
vec3 tmpvar_65;
tmpvar_65 = tmpvar_64;
xlt_i_59.ray = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = xlat_main (xlt_i_59);
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
xl_retval_60 = tmpvar_67;
vec4 tmpvar_68;
tmpvar_68 = xl_retval_60.xyzw;
vec4 tmpvar_69;
tmpvar_69 = tmpvar_68;
gl_FragData[0] = tmpvar_69;
}