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https://github.com/scratchfoundation/bgfx.git
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74 lines
2.7 KiB
Text
74 lines
2.7 KiB
Text
#extension GL_ARB_shader_texture_lod : enable
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uniform sampler2D _MainTex;
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uniform vec4 _MainTex_TexelSize;
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varying vec2 xlv_TEXCOORD0;
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varying vec4 xlv_TEXCOORD1;
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void main ()
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{
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vec4 fxaaConsoleRcpFrameOpt_1;
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fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
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vec4 fxaaConsoleRcpFrameOpt2_2;
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fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
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vec4 tmpvar_3;
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vec4 rgbyB_4;
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vec2 dir_5;
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vec4 tmpvar_6;
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tmpvar_6 = texture2DLod (_MainTex, xlv_TEXCOORD1.xy, 0.0);
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vec4 tmpvar_7;
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tmpvar_7 = texture2DLod (_MainTex, xlv_TEXCOORD1.xw, 0.0);
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vec4 tmpvar_8;
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tmpvar_8 = texture2DLod (_MainTex, xlv_TEXCOORD1.zw, 0.0);
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vec4 tmpvar_9;
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tmpvar_9 = texture2DLod (_MainTex, xlv_TEXCOORD0, 0.0);
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float tmpvar_10;
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tmpvar_10 = (texture2DLod (_MainTex, xlv_TEXCOORD1.zy, 0.0).y + 0.00260417);
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float tmpvar_11;
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tmpvar_11 = max (max (tmpvar_10, tmpvar_8.y), max (tmpvar_6.y, tmpvar_7.y));
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float tmpvar_12;
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tmpvar_12 = min (min (tmpvar_10, tmpvar_8.y), min (tmpvar_6.y, tmpvar_7.y));
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float tmpvar_13;
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tmpvar_13 = max (0.05, (tmpvar_11 * 0.125));
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float tmpvar_14;
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tmpvar_14 = (tmpvar_7.y - tmpvar_10);
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float tmpvar_15;
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tmpvar_15 = (max (tmpvar_11, tmpvar_9.y) - min (tmpvar_12, tmpvar_9.y));
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float tmpvar_16;
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tmpvar_16 = (tmpvar_8.y - tmpvar_6.y);
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if ((tmpvar_15 < tmpvar_13)) {
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tmpvar_3 = tmpvar_9;
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} else {
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dir_5.x = (tmpvar_14 + tmpvar_16);
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dir_5.y = (tmpvar_14 - tmpvar_16);
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vec2 tmpvar_17;
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tmpvar_17 = normalize(dir_5);
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vec4 tmpvar_18;
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tmpvar_18.zw = vec2(0.0, 0.0);
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tmpvar_18.xy = (xlv_TEXCOORD0 - (tmpvar_17 * fxaaConsoleRcpFrameOpt_1.zw));
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vec4 tmpvar_19;
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tmpvar_19.zw = vec2(0.0, 0.0);
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tmpvar_19.xy = (xlv_TEXCOORD0 + (tmpvar_17 * fxaaConsoleRcpFrameOpt_1.zw));
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vec2 tmpvar_20;
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tmpvar_20 = clamp ((tmpvar_17 / (
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min (abs(tmpvar_17.x), abs(tmpvar_17.y))
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* 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
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vec4 tmpvar_21;
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tmpvar_21.zw = vec2(0.0, 0.0);
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tmpvar_21.xy = (xlv_TEXCOORD0 - (tmpvar_20 * fxaaConsoleRcpFrameOpt2_2.zw));
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vec4 tmpvar_22;
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tmpvar_22.zw = vec2(0.0, 0.0);
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tmpvar_22.xy = (xlv_TEXCOORD0 + (tmpvar_20 * fxaaConsoleRcpFrameOpt2_2.zw));
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vec4 tmpvar_23;
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tmpvar_23 = (texture2DLod (_MainTex, tmpvar_18.xy, 0.0) + texture2DLod (_MainTex, tmpvar_19.xy, 0.0));
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vec4 tmpvar_24;
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tmpvar_24 = (((texture2DLod (_MainTex, tmpvar_21.xy, 0.0) + texture2DLod (_MainTex, tmpvar_22.xy, 0.0)) * 0.25) + (tmpvar_23 * 0.25));
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rgbyB_4 = tmpvar_24;
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if (((tmpvar_24.y < tmpvar_12) || (tmpvar_24.y > tmpvar_11))) {
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rgbyB_4.xyz = (tmpvar_23.xyz * 0.5);
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};
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tmpvar_3 = rgbyB_4;
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};
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gl_FragData[0] = tmpvar_3;
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}
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// inputs: 2, stats: 47 alu 9 tex 2 flow
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