bgfx/3rdparty/glsl-optimizer/tests/fragment/complex-collectshadows-irES.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

193 lines
4.4 KiB
Text

struct v2f {
highp vec4 pos;
highp vec2 uv;
highp vec3 ray;
};
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 _View2Shadow3;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightSplitsNear;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightShadowData;
uniform sampler2D _CameraDepthTexture;
mediump float unitySampleShadow (
in highp vec4 eyePos
)
{
mediump float shadow;
highp vec4 coord;
highp vec4 weights;
highp vec4 far;
highp vec4 near;
highp float z;
highp vec3 sc3;
highp vec3 sc2;
highp vec3 sc1;
highp vec3 sc0;
highp vec3 tmpvar_1;
tmpvar_1 = (_View2Shadow * eyePos).xyz;
sc0 = tmpvar_1;
highp vec3 tmpvar_2;
tmpvar_2 = (_View2Shadow1 * eyePos).xyz;
sc1 = tmpvar_2;
highp vec3 tmpvar_3;
tmpvar_3 = (_View2Shadow2 * eyePos).xyz;
sc2 = tmpvar_3;
highp vec3 tmpvar_4;
tmpvar_4 = (_View2Shadow3 * eyePos).xyz;
sc3 = tmpvar_4;
highp float tmpvar_5;
tmpvar_5 = eyePos.z;
z = tmpvar_5;
highp vec4 tmpvar_6;
tmpvar_6 = vec4(z);
bvec4 tmpvar_7;
tmpvar_7 = greaterThanEqual (tmpvar_6, _LightSplitsNear);
lowp vec4 tmpvar_8;
tmpvar_8 = vec4(tmpvar_7).xyzw;
lowp vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
near = tmpvar_9;
highp vec4 tmpvar_10;
tmpvar_10 = vec4(z);
bvec4 tmpvar_11;
tmpvar_11 = lessThan (tmpvar_10, _LightSplitsFar);
lowp vec4 tmpvar_12;
tmpvar_12 = vec4(tmpvar_11).xyzw;
lowp vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
far = tmpvar_13;
highp vec4 tmpvar_14;
tmpvar_14 = (near * far);
weights = tmpvar_14;
highp vec4 tmpvar_15;
tmpvar_15.w = 1.0;
tmpvar_15.xyz = ((((sc0 * weights.x) + (sc1 * weights.y)) + (sc2 * weights.z)) + (sc3 * weights.w)).xyz;
highp vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
coord = tmpvar_16;
lowp vec4 tmpvar_17;
tmpvar_17 = texture2D (_ShadowMapTexture, coord.xy);
highp float tmpvar_18;
if ((tmpvar_17.x < coord.z)) {
tmpvar_18 = _LightShadowData.x;
} else {
tmpvar_18 = 1.0;
};
highp float tmpvar_19;
tmpvar_19 = tmpvar_18;
shadow = tmpvar_19;
return shadow;
}
float Linear01Depth (
in highp float z
)
{
return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
}
vec2 EncodeFloatRG (
in highp float v
)
{
highp vec2 enc;
highp float kEncodeBit;
highp vec2 kEncodeMul;
vec2 tmpvar_1;
tmpvar_1 = vec2(1.0, 255.0);
kEncodeMul = tmpvar_1;
float tmpvar_2;
tmpvar_2 = 0.00392157;
kEncodeBit = tmpvar_2;
highp vec2 tmpvar_3;
tmpvar_3 = (kEncodeMul * v);
enc = tmpvar_3;
highp vec2 tmpvar_4;
tmpvar_4 = fract (enc);
highp vec2 tmpvar_5;
tmpvar_5 = tmpvar_4;
enc = tmpvar_5;
highp float tmpvar_6;
tmpvar_6 = (enc.x - (enc.y * kEncodeBit));
enc.x = tmpvar_6;
return enc;
}
mediump vec4 xlat_main (
in v2f i
)
{
highp vec4 res;
mediump float shadow;
highp vec4 vpos;
highp float depth;
lowp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, i.uv);
lowp float tmpvar_2;
tmpvar_2 = tmpvar_1.x;
depth = tmpvar_2;
highp float tmpvar_3;
tmpvar_3 = Linear01Depth (depth);
highp float tmpvar_4;
tmpvar_4 = tmpvar_3;
depth = tmpvar_4;
highp vec4 tmpvar_5;
tmpvar_5.w = 1.0;
tmpvar_5.xyz = (i.ray * depth).xyz;
highp vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
vpos = tmpvar_6;
mediump float tmpvar_7;
tmpvar_7 = unitySampleShadow (vpos);
mediump float tmpvar_8;
tmpvar_8 = tmpvar_7;
shadow = tmpvar_8;
mediump float tmpvar_9;
tmpvar_9 = shadow;
res.x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = 1.0;
res.y = vec2(tmpvar_10).y;
highp vec2 tmpvar_11;
tmpvar_11 = EncodeFloatRG ((1.0 - depth));
highp vec2 tmpvar_12;
tmpvar_12 = tmpvar_11;
res.zw = tmpvar_12.xxxy.zw;
return res;
}
void main ()
{
v2f xlt_i;
mediump vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.pos = tmpvar_1;
highp vec2 tmpvar_2;
tmpvar_2 = xlv_TEXCOORD0.xy;
highp vec2 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uv = tmpvar_3;
highp vec3 tmpvar_4;
tmpvar_4 = xlv_TEXCOORD1.xyz;
highp vec3 tmpvar_5;
tmpvar_5 = tmpvar_4;
xlt_i.ray = tmpvar_5;
mediump vec4 tmpvar_6;
tmpvar_6 = xlat_main (xlt_i);
mediump vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
xl_retval = tmpvar_7;
mediump vec4 tmpvar_8;
tmpvar_8 = xl_retval.xyzw;
mediump vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
gl_FragData[0] = tmpvar_9;
}