bgfx/3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highpfull-outES3.txt
2015-07-28 20:04:55 -07:00

161 lines
5 KiB
Text

#version 300 es
uniform highp vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform highp sampler2D _CameraDepthTexture;
uniform sampler2D _VelTex;
uniform sampler2D _NeighbourMaxTex;
uniform sampler2D _NoiseTex;
uniform highp vec4 _MainTex_TexelSize;
uniform highp float _Jitter;
uniform highp float _MaxVelocity;
uniform highp float _SoftZDistance;
in highp vec2 xlv_TEXCOORD0;
out mediump vec4 _fragData;
void main ()
{
highp vec2 tmpvar_1;
tmpvar_1 = xlv_TEXCOORD0;
highp vec4 jitteredDir_3;
highp vec4 sum_4;
highp float weight_5;
highp float zx_6;
highp vec2 vx_7;
highp vec2 x_8;
highp vec2 xf_9;
xf_9 = xlv_TEXCOORD0;
x_8 = xlv_TEXCOORD0;
if ((_MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - xlv_TEXCOORD0.y);
};
lowp vec4 tmpvar_10;
tmpvar_10 = textureLod (_NeighbourMaxTex, xf_9, 0.0);
highp vec2 tmpvar_11;
tmpvar_11 = tmpvar_10.xy;
lowp vec4 tmpvar_12;
tmpvar_12 = textureLod (_MainTex, xlv_TEXCOORD0, 0.0);
highp vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
lowp vec4 tmpvar_14;
tmpvar_14 = textureLod (_VelTex, xf_9, 0.0);
highp vec2 tmpvar_15;
tmpvar_15 = tmpvar_14.xy;
vx_7 = tmpvar_15;
highp vec4 tmpvar_16;
tmpvar_16.zw = vec2(0.0, 0.0);
tmpvar_16.xy = xlv_TEXCOORD0;
highp vec4 coord_17;
coord_17 = (tmpvar_16 * 11.0);
lowp vec4 tmpvar_18;
tmpvar_18 = textureLod (_NoiseTex, coord_17.xy, coord_17.w);
highp vec4 tmpvar_19;
tmpvar_19 = ((tmpvar_18 * 2.0) - 1.0);
zx_6 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, xlv_TEXCOORD0, 0.0).x)
+ _ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
highp vec4 tmpvar_20;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_MainTex_TexelSize.xyxy * _Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * vec4(1.0, 1.0, -1.0, -1.0));
for (highp int l_2 = 0; l_2 < 12; l_2++) {
highp float zy_21;
highp vec4 yf_22;
highp vec4 tmpvar_23;
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)));
yf_22 = tmpvar_23;
if ((_MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
lowp vec4 tmpvar_24;
tmpvar_24 = textureLod (_VelTex, yf_22.xy, 0.0);
highp vec2 tmpvar_25;
tmpvar_25 = tmpvar_24.xy;
zy_21 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, tmpvar_23.xy, 0.0).x)
+ _ZBufferParams.y))));
highp vec2 x_26;
x_26 = (x_8 - tmpvar_23.xy);
highp vec2 x_27;
x_27 = (tmpvar_23.xy - x_8);
highp float tmpvar_28;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
highp vec2 x_29;
x_29 = (tmpvar_23.xy - x_8);
highp float edge0_30;
edge0_30 = (0.95 * tmpvar_28);
highp float tmpvar_31;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
highp float tmpvar_32;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
highp vec2 x_33;
x_33 = (x_8 - tmpvar_23.xy);
highp float edge0_34;
edge0_34 = (0.95 * tmpvar_32);
highp float tmpvar_35;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
highp float tmpvar_36;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_26, x_26)
) / sqrt(
dot (vx_7, vx_7)
))), 0.0, 1.0)
) + (
clamp ((1.0 - ((zx_6 - zy_21) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_27, x_27)
) / sqrt(
dot (tmpvar_25, tmpvar_25)
))), 0.0, 1.0)
)) + ((
(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
(2.0 * tmpvar_31)
))))
*
(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
(2.0 * tmpvar_35)
))))
) * 2.0));
lowp vec4 tmpvar_37;
tmpvar_37 = textureLod (_MainTex, tmpvar_23.xy, 0.0);
highp vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
highp vec4 tmpvar_39;
tmpvar_39 = (sum_4 / weight_5);
_fragData = tmpvar_39;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// #1: _MainTex_TexelSize (high float) 4x1 [-1]
// #2: _Jitter (high float) 1x1 [-1]
// #3: _MaxVelocity (high float) 1x1 [-1]
// #4: _SoftZDistance (high float) 1x1 [-1]
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1]
// #1: _CameraDepthTexture (high 2d) 0x0 [-1]
// #2: _VelTex (low 2d) 0x0 [-1]
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1]
// #4: _NoiseTex (low 2d) 0x0 [-1]