bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Internal-CombineDepthNormals-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

32 lines
892 B
Text

uniform vec4 _ZBufferParams;
uniform sampler2D _CameraNormalsTexture;
uniform sampler2D _CameraDepthTexture;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 n;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_CameraNormalsTexture, tmpvar_1);
n = tmpvar_2;
float tmpvar_3;
tmpvar_3 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y)));
n.xyz = ((tmpvar_2.xyz * 2.0) - 1.0);
n.z = -(n.z);
vec4 tmpvar_4;
if ((tmpvar_3 < 0.999985)) {
vec4 enc;
enc.xy = ((((n.xy / (n.z + 1.0)) / 1.7777) * 0.5) + 0.5);
vec2 enc_i0_i1;
vec2 tmpvar_5;
tmpvar_5 = fract ((vec2(1.0, 255.0) * tmpvar_3));
enc_i0_i1 = tmpvar_5;
enc_i0_i1.x = (tmpvar_5.x - (tmpvar_5.y * 0.00392157));
enc.zw = enc_i0_i1;
tmpvar_4 = enc;
} else {
tmpvar_4 = vec4(0.5, 0.5, 1.0, 1.0);
};
gl_FragData[0] = tmpvar_4;
}