bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-SSAO24-ir.txt
2014-02-10 23:06:13 -08:00

309 lines
7.8 KiB
Text

struct v2f_ao {
vec4 pos;
vec2 uv;
vec2 uvr;
};
uniform vec4 _ProjectionParams;
uniform vec2 _NoiseScale;
uniform vec4 _CameraDepthNormalsTexture_ST;
uniform sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _RandomTexture;
uniform vec4 _Params;
varying vec2 xlv_TEXCOORD0;
varying vec2 xlv_TEXCOORD1;
float xll_saturate_f (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
float DecodeFloatRG (
in vec2 enc_3
)
{
vec2 kDecodeDot_4;
vec2 tmpvar_5;
tmpvar_5 = vec2(1.0, 0.00392157);
kDecodeDot_4 = tmpvar_5;
float tmpvar_6;
tmpvar_6 = dot (enc_3, kDecodeDot_4);
return tmpvar_6;
}
vec3 DecodeViewNormalStereo (
in vec4 enc4_7
)
{
vec3 n_8;
float g_9;
vec3 nn_10;
float kScale_11;
float tmpvar_12;
tmpvar_12 = 1.7777;
kScale_11 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13.z = 0.0;
tmpvar_13.x = (2.0 * kScale_11);
tmpvar_13.y = (2.0 * kScale_11);
vec3 tmpvar_14;
tmpvar_14.z = 1.0;
tmpvar_14.x = -(kScale_11);
tmpvar_14.y = -(kScale_11);
vec3 tmpvar_15;
tmpvar_15 = ((enc4_7.xyz * tmpvar_13) + tmpvar_14);
nn_10 = tmpvar_15;
float tmpvar_16;
tmpvar_16 = dot (nn_10.xyz, nn_10.xyz);
float tmpvar_17;
tmpvar_17 = (2.0 / tmpvar_16);
g_9 = tmpvar_17;
vec2 tmpvar_18;
tmpvar_18 = (g_9 * nn_10.xy);
n_8.xy = tmpvar_18.xy.xy;
float tmpvar_19;
tmpvar_19 = (g_9 - 1.0);
n_8.z = vec3(tmpvar_19).z;
return n_8;
}
void DecodeDepthNormal (
in vec4 enc_20,
out float depth_21,
out vec3 normal_22
)
{
float tmpvar_23;
tmpvar_23 = DecodeFloatRG (enc_20.zw);
float tmpvar_24;
tmpvar_24 = tmpvar_23;
depth_21 = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = DecodeViewNormalStereo (enc_20);
vec3 tmpvar_26;
tmpvar_26 = tmpvar_25;
normal_22 = tmpvar_26;
}
float frag_ao (
in v2f_ao i_27,
in int sampleCount_28,
in vec3 samples_29[24]
)
{
int s_30;
float occ_31;
float scale_32;
float depth_33;
vec3 viewNorm_34;
vec4 depthnormal_35;
vec3 randN_36;
vec4 tmpvar_37;
tmpvar_37 = texture2D (_RandomTexture, i_27.uvr);
vec3 tmpvar_38;
tmpvar_38 = ((tmpvar_37.xyz * 2.0) - 1.0);
randN_36 = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = texture2D (_CameraDepthNormalsTexture, i_27.uv);
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
depthnormal_35 = tmpvar_40;
DecodeDepthNormal (depthnormal_35, depth_33, viewNorm_34);
float tmpvar_41;
tmpvar_41 = (depth_33 * _ProjectionParams.z);
depth_33 = tmpvar_41;
float tmpvar_42;
tmpvar_42 = (_Params.x / depth_33);
scale_32 = tmpvar_42;
float tmpvar_43;
tmpvar_43 = 0.0;
occ_31 = tmpvar_43;
int tmpvar_44;
tmpvar_44 = 0;
s_30 = tmpvar_44;
while (true) {
float zd_45;
vec3 sampleN_46;
float sampleD_47;
vec4 sampleND_48;
float sD_49;
vec2 offset_50;
float flip_51;
vec3 randomDir_52;
if (!((s_30 < sampleCount_28))) {
break;
};
vec3 tmpvar_53;
tmpvar_53 = reflect (samples_29[s_30], randN_36);
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
randomDir_52 = tmpvar_54;
float tmpvar_55;
tmpvar_55 = dot (viewNorm_34, randomDir_52);
float tmpvar_56;
if ((tmpvar_55 < 0.0)) {
tmpvar_56 = 1.0;
} else {
tmpvar_56 = -(1.0);
};
float tmpvar_57;
tmpvar_57 = tmpvar_56;
flip_51 = tmpvar_57;
vec3 tmpvar_58;
tmpvar_58 = (randomDir_52 * -(flip_51));
randomDir_52 = tmpvar_58;
vec3 tmpvar_59;
tmpvar_59 = (randomDir_52 + (viewNorm_34 * 0.3));
randomDir_52 = tmpvar_59;
vec2 tmpvar_60;
tmpvar_60 = (randomDir_52.xy * scale_32);
offset_50 = tmpvar_60;
float tmpvar_61;
tmpvar_61 = (depth_33 - (randomDir_52.z * _Params.x));
sD_49 = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = texture2D (_CameraDepthNormalsTexture, (i_27.uv + offset_50));
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
sampleND_48 = tmpvar_63;
DecodeDepthNormal (sampleND_48, sampleD_47, sampleN_46);
float tmpvar_64;
tmpvar_64 = (sampleD_47 * _ProjectionParams.z);
sampleD_47 = tmpvar_64;
float tmpvar_65;
tmpvar_65 = xll_saturate_f ((sD_49 - sampleD_47));
float tmpvar_66;
tmpvar_66 = tmpvar_65;
zd_45 = tmpvar_66;
if ((zd_45 > _Params.y)) {
float tmpvar_67;
tmpvar_67 = pow ((1.0 - zd_45), _Params.z);
float tmpvar_68;
tmpvar_68 = (occ_31 + tmpvar_67);
occ_31 = tmpvar_68;
};
int tmpvar_69;
tmpvar_69 = (s_30 + 1);
s_30 = tmpvar_69;
};
float tmpvar_70;
tmpvar_70 = (occ_31 / float(sampleCount_28));
occ_31 = tmpvar_70;
return (1.0 - occ_31);
}
vec4 frag (
in v2f_ao i_71
)
{
vec3 RAND_SAMPLES_72[24];
vec3 tmpvar_73;
tmpvar_73 = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_72[0] = tmpvar_73;
vec3 tmpvar_74;
tmpvar_74 = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_72[1] = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75 = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_72[2] = tmpvar_75;
vec3 tmpvar_76;
tmpvar_76 = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_72[3] = tmpvar_76;
vec3 tmpvar_77;
tmpvar_77 = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_72[4] = tmpvar_77;
vec3 tmpvar_78;
tmpvar_78 = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_72[5] = tmpvar_78;
vec3 tmpvar_79;
tmpvar_79 = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_72[6] = tmpvar_79;
vec3 tmpvar_80;
tmpvar_80 = vec3(0.884915, 0.284208, 0.368524);
RAND_SAMPLES_72[7] = tmpvar_80;
vec3 tmpvar_81;
tmpvar_81 = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_72[8] = tmpvar_81;
vec3 tmpvar_82;
tmpvar_82 = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_72[9] = tmpvar_82;
vec3 tmpvar_83;
tmpvar_83 = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_72[10] = tmpvar_83;
vec3 tmpvar_84;
tmpvar_84 = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_72[11] = tmpvar_84;
vec3 tmpvar_85;
tmpvar_85 = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_72[12] = tmpvar_85;
vec3 tmpvar_86;
tmpvar_86 = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_72[13] = tmpvar_86;
vec3 tmpvar_87;
tmpvar_87 = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_72[14] = tmpvar_87;
vec3 tmpvar_88;
tmpvar_88 = vec3(0.884915, 0.284208, 0.368524);
RAND_SAMPLES_72[15] = tmpvar_88;
vec3 tmpvar_89;
tmpvar_89 = vec3(0.0130572, 0.587232, -0.119337);
RAND_SAMPLES_72[16] = tmpvar_89;
vec3 tmpvar_90;
tmpvar_90 = vec3(0.323078, 0.0220727, -0.418873);
RAND_SAMPLES_72[17] = tmpvar_90;
vec3 tmpvar_91;
tmpvar_91 = vec3(-0.310725, -0.191367, 0.0561369);
RAND_SAMPLES_72[18] = tmpvar_91;
vec3 tmpvar_92;
tmpvar_92 = vec3(-0.479646, 0.0939877, -0.580265);
RAND_SAMPLES_72[19] = tmpvar_92;
vec3 tmpvar_93;
tmpvar_93 = vec3(0.139999, -0.33577, 0.559679);
RAND_SAMPLES_72[20] = tmpvar_93;
vec3 tmpvar_94;
tmpvar_94 = vec3(-0.248458, 0.255532, 0.348944);
RAND_SAMPLES_72[21] = tmpvar_94;
vec3 tmpvar_95;
tmpvar_95 = vec3(0.18719, -0.702764, -0.231748);
RAND_SAMPLES_72[22] = tmpvar_95;
vec3 tmpvar_96;
tmpvar_96 = vec3(0.884915, 0.284208, 0.368524);
RAND_SAMPLES_72[23] = tmpvar_96;
float tmpvar_97;
tmpvar_97 = frag_ao (i_71, 24, RAND_SAMPLES_72);
vec4 tmpvar_98;
tmpvar_98 = vec4(tmpvar_97);
return tmpvar_98;
}
void main ()
{
v2f_ao xlt_i_99;
vec4 xl_retval_100;
vec4 tmpvar_101;
tmpvar_101 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_99.pos = tmpvar_101;
vec2 tmpvar_102;
tmpvar_102 = xlv_TEXCOORD0.xy;
vec2 tmpvar_103;
tmpvar_103 = tmpvar_102;
xlt_i_99.uv = tmpvar_103;
vec2 tmpvar_104;
tmpvar_104 = xlv_TEXCOORD1.xy;
vec2 tmpvar_105;
tmpvar_105 = tmpvar_104;
xlt_i_99.uvr = tmpvar_105;
vec4 tmpvar_106;
tmpvar_106 = frag (xlt_i_99);
vec4 tmpvar_107;
tmpvar_107 = tmpvar_106;
xl_retval_100 = tmpvar_107;
vec4 tmpvar_108;
tmpvar_108 = xl_retval_100.xyzw;
vec4 tmpvar_109;
tmpvar_109 = tmpvar_108;
gl_FragData[0] = tmpvar_109;
}