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

11 lines
272 B
Text

uniform sampler2D _CameraDepthTexture;
uniform vec4 _ZBufferParams;
void main ()
{
gl_FragData[0] = vec4((1.0 - (1.0/((
(_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x)
+ _ZBufferParams.y)))));
}
// inputs: 1, stats: 4 alu 1 tex 0 flow