mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
72 lines
1.3 KiB
Text
72 lines
1.3 KiB
Text
struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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uniform vec4 _ZBufferParams;
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uniform sampler2D _MainTex;
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uniform sampler2D _CameraDepthTexture;
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float LinearEyeDepth (
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in float z
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)
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{
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return (1.0 / ((_ZBufferParams.z * z) + _ZBufferParams.w));
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}
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vec4 frag (
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in v2f_img i
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)
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{
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vec4 col;
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float z;
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vec4 depth;
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vec4 tex;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, i.uv);
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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tex = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_CameraDepthTexture, i.uv);
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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depth = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = LinearEyeDepth (depth.x);
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float tmpvar_6;
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tmpvar_6 = (tmpvar_5 * 0.01);
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z = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = tex;
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col = tmpvar_7;
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vec2 tmpvar_8;
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tmpvar_8 = vec2(z);
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vec2 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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col.xy = tmpvar_9.xy.xy;
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return col;
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}
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void main ()
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{
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v2f_img xlt_i;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i.pos = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = gl_TexCoord[0].xy;
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vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xlt_i.uv = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = frag (xlt_i);
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vec4 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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xl_retval = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = xl_retval.xyzw;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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gl_FragData[0] = tmpvar_7;
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}
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