bgfx/3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highpfull-outES3Metal.txt
2015-07-28 20:04:55 -07:00

171 lines
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Text

#include <metal_stdlib>
using namespace metal;
constant float2 _xlat_mtl_const1[12] = {float2(-0.326212, -0.40581), float2(-0.840144, -0.07358), float2(-0.695914, 0.457137), float2(-0.203345, 0.620716), float2(0.96234, -0.194983), float2(0.473434, -0.480026), float2(0.519456, 0.767022), float2(0.185461, -0.893124), float2(0.507431, 0.064425), float2(0.89642, 0.412458), float2(-0.32194, -0.932615), float2(-0.791559, -0.59771)};
struct xlatMtlShaderInput {
float2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
float4 _ZBufferParams;
float4 _MainTex_TexelSize;
float _Jitter;
float _MaxVelocity;
float _SoftZDistance;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]]
, texture2d<float> _CameraDepthTexture [[texture(1)]], sampler _mtlsmp__CameraDepthTexture [[sampler(1)]]
, texture2d<half> _VelTex [[texture(2)]], sampler _mtlsmp__VelTex [[sampler(2)]]
, texture2d<half> _NeighbourMaxTex [[texture(3)]], sampler _mtlsmp__NeighbourMaxTex [[sampler(3)]]
, texture2d<half> _NoiseTex [[texture(4)]], sampler _mtlsmp__NoiseTex [[sampler(4)]])
{
xlatMtlShaderOutput _mtl_o;
float2 tmpvar_1;
tmpvar_1 = _mtl_i.xlv_TEXCOORD0;
float4 jitteredDir_3;
float4 sum_4;
float weight_5;
float zx_6;
float2 vx_7;
float2 x_8;
float2 xf_9;
xf_9 = _mtl_i.xlv_TEXCOORD0;
x_8 = _mtl_i.xlv_TEXCOORD0;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - _mtl_i.xlv_TEXCOORD0.y);
};
half4 tmpvar_10;
tmpvar_10 = _NeighbourMaxTex.sample(_mtlsmp__NeighbourMaxTex, (float2)(xf_9), level(0.0));
float2 tmpvar_11;
tmpvar_11 = float2(tmpvar_10.xy);
half4 tmpvar_12;
tmpvar_12 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0));
float4 tmpvar_13;
tmpvar_13 = float4(tmpvar_12);
half4 tmpvar_14;
tmpvar_14 = _VelTex.sample(_mtlsmp__VelTex, (float2)(xf_9), level(0.0));
float2 tmpvar_15;
tmpvar_15 = float2(tmpvar_14.xy);
vx_7 = tmpvar_15;
float4 tmpvar_16;
tmpvar_16.zw = float2(0.0, 0.0);
tmpvar_16.xy = _mtl_i.xlv_TEXCOORD0;
float4 coord_17;
coord_17 = (tmpvar_16 * 11.0);
half4 tmpvar_18;
tmpvar_18 = _NoiseTex.sample(_mtlsmp__NoiseTex, (float2)(coord_17.xy), level(coord_17.w));
float4 tmpvar_19;
tmpvar_19 = float4(((tmpvar_18 * (half)2.0) - (half)1.0));
zx_6 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
float4 tmpvar_20;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * float4(1.0, 1.0, -1.0, -1.0));
for (int l_2 = 0; l_2 < 12; l_2++) {
float zy_21;
float4 yf_22;
float4 tmpvar_23;
tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * _xlat_mtl_const1[l_2].xyxy) * float4(1.0, 1.0, -1.0, -1.0)));
yf_22 = tmpvar_23;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
half4 tmpvar_24;
tmpvar_24 = _VelTex.sample(_mtlsmp__VelTex, (float2)(yf_22.xy), level(0.0));
float2 tmpvar_25;
tmpvar_25 = float2(tmpvar_24.xy);
zy_21 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(tmpvar_23.xy), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
float2 x_26;
x_26 = (x_8 - tmpvar_23.xy);
float2 x_27;
x_27 = (tmpvar_23.xy - x_8);
float tmpvar_28;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
float2 x_29;
x_29 = (tmpvar_23.xy - x_8);
float edge0_30;
edge0_30 = (0.95 * tmpvar_28);
float tmpvar_31;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
float tmpvar_32;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
float2 x_33;
x_33 = (x_8 - tmpvar_23.xy);
float edge0_34;
edge0_34 = (0.95 * tmpvar_32);
float tmpvar_35;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
float tmpvar_36;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _mtl_u._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) / _mtl_u._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));
half4 tmpvar_37;
tmpvar_37 = _MainTex.sample(_mtlsmp__MainTex, (float2)(tmpvar_23.xy), level(0.0));
float4 tmpvar_38;
tmpvar_38 = float4(tmpvar_37);
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
float4 tmpvar_39;
tmpvar_39 = (sum_4 / weight_5);
_mtl_o._fragData = half4(tmpvar_39);
return _mtl_o;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 44)
// #0: _ZBufferParams (high float) 4x1 [-1] loc 0
// #1: _MainTex_TexelSize (high float) 4x1 [-1] loc 16
// #2: _Jitter (high float) 1x1 [-1] loc 32
// #3: _MaxVelocity (high float) 1x1 [-1] loc 36
// #4: _SoftZDistance (high float) 1x1 [-1] loc 40
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1] loc 0
// #1: _CameraDepthTexture (high 2d) 0x0 [-1] loc 1
// #2: _VelTex (low 2d) 0x0 [-1] loc 2
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1] loc 3
// #4: _NoiseTex (low 2d) 0x0 [-1] loc 4