bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Internal-CombineDepthNormals-out.txt
2014-10-11 12:32:43 -07:00

46 lines
1.2 KiB
Text

uniform sampler2D _CameraDepthTexture;
uniform sampler2D _CameraNormalsTexture;
uniform vec4 _ZBufferParams;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 n_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1);
n_2.w = tmpvar_3.w;
float tmpvar_4;
tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0);
n_2.z = -(n_2.z);
vec4 tmpvar_5;
if ((tmpvar_4 < 0.999985)) {
vec4 enc_6;
vec2 enc_7;
enc_7 = (n_2.xy / (n_2.z + 1.0));
enc_7 = (enc_7 / 1.7777);
enc_7 = ((enc_7 * 0.5) + 0.5);
enc_6.xy = enc_7;
vec2 enc_8;
enc_8 = (vec2(1.0, 255.0) * tmpvar_4);
vec2 tmpvar_9;
tmpvar_9 = fract(enc_8);
enc_8.y = tmpvar_9.y;
enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157));
enc_6.zw = enc_8;
tmpvar_5 = enc_6;
} else {
tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0);
};
gl_FragData[0] = tmpvar_5;
}
// stats: 17 alu 2 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// textures: 2
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
// #1: _CameraNormalsTexture (high 2d) 0x0 [-1]