bgfx/3rdparty/glsl-optimizer/tests/fragment/z-fxaa3-11-consolepc-outES.txt
2013-03-17 11:29:03 -07:00

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#extension GL_EXT_shader_texture_lod : enable
varying highp vec4 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_TexelSize;
uniform sampler2D _MainTex;
void main ()
{
highp vec4 fxaaConsoleRcpFrameOpt_1;
fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5));
highp vec4 fxaaConsoleRcpFrameOpt2_2;
fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0));
lowp vec4 tmpvar_3;
lowp vec4 rgbyB_4;
highp vec2 dir_5;
highp float lumaM_6;
lowp vec4 tmpvar_7;
tmpvar_7 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xy, 0.0);
highp float tmpvar_8;
tmpvar_8 = tmpvar_7.y;
lowp vec4 tmpvar_9;
tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xw, 0.0);
highp float tmpvar_10;
tmpvar_10 = tmpvar_9.y;
lowp vec4 tmpvar_11;
tmpvar_11 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zy, 0.0);
highp float tmpvar_12;
tmpvar_12 = tmpvar_11.y;
lowp vec4 tmpvar_13;
tmpvar_13 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zw, 0.0);
highp float tmpvar_14;
tmpvar_14 = tmpvar_13.y;
lowp vec4 tmpvar_15;
tmpvar_15 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0, 0.0);
lowp float tmpvar_16;
tmpvar_16 = tmpvar_15.y;
lumaM_6 = tmpvar_16;
highp float tmpvar_17;
tmpvar_17 = (tmpvar_12 + 0.00260417);
highp float tmpvar_18;
tmpvar_18 = max (max (tmpvar_17, tmpvar_14), max (tmpvar_8, tmpvar_10));
highp float tmpvar_19;
tmpvar_19 = min (min (tmpvar_17, tmpvar_14), min (tmpvar_8, tmpvar_10));
highp float tmpvar_20;
tmpvar_20 = max (0.05, (tmpvar_18 * 0.125));
highp float tmpvar_21;
tmpvar_21 = (tmpvar_10 - tmpvar_17);
highp float tmpvar_22;
tmpvar_22 = (max (tmpvar_18, lumaM_6) - min (tmpvar_19, lumaM_6));
highp float tmpvar_23;
tmpvar_23 = (tmpvar_14 - tmpvar_8);
if ((tmpvar_22 < tmpvar_20)) {
tmpvar_3 = tmpvar_15;
} else {
dir_5.x = (tmpvar_21 + tmpvar_23);
dir_5.y = (tmpvar_21 - tmpvar_23);
highp vec2 tmpvar_24;
tmpvar_24 = normalize(dir_5);
highp vec4 tmpvar_25;
tmpvar_25.zw = vec2(0.0, 0.0);
tmpvar_25.xy = (xlv_TEXCOORD0 - (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
highp vec4 tmpvar_26;
tmpvar_26.zw = vec2(0.0, 0.0);
tmpvar_26.xy = (xlv_TEXCOORD0 + (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw));
highp vec2 tmpvar_27;
tmpvar_27 = clamp ((tmpvar_24 / (min (abs(tmpvar_24.x), abs(tmpvar_24.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0));
highp vec4 tmpvar_28;
tmpvar_28.zw = vec2(0.0, 0.0);
tmpvar_28.xy = (xlv_TEXCOORD0 - (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
highp vec4 tmpvar_29;
tmpvar_29.zw = vec2(0.0, 0.0);
tmpvar_29.xy = (xlv_TEXCOORD0 + (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw));
lowp vec4 tmpvar_30;
tmpvar_30 = (texture2DLodEXT (_MainTex, tmpvar_25.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_26.xy, 0.0));
lowp vec4 tmpvar_31;
tmpvar_31 = (((texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_29.xy, 0.0)) * 0.25) + (tmpvar_30 * 0.25));
rgbyB_4 = tmpvar_31;
if (((tmpvar_31.y < tmpvar_19) || (tmpvar_31.y > tmpvar_18))) {
rgbyB_4.xyz = (tmpvar_30.xyz * 0.5);
};
tmpvar_3 = rgbyB_4;
};
gl_FragData[0] = tmpvar_3;
}