bgfx/3rdparty/glsl-optimizer/tests/fragment/z-collectshadows-outES3.txt
2014-10-11 12:32:43 -07:00

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#version 300 es
uniform sampler2D _CameraDepthTexture;
uniform highp vec4 _LightShadowData;
uniform highp vec4 _LightSplitsFar;
uniform highp vec4 _LightSplitsNear;
uniform sampler2D _ShadowMapTexture;
uniform highp mat4 _View2Shadow;
uniform highp mat4 _View2Shadow1;
uniform highp mat4 _View2Shadow2;
uniform highp mat4 _View2Shadow3;
uniform highp vec4 _ZBufferParams;
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
out mediump vec4 _fragData;
void main ()
{
mediump vec4 tmpvar_1;
highp vec4 res_2;
highp float depth_3;
lowp vec4 tmpvar_4;
tmpvar_4 = texture (_CameraDepthTexture, xlv_TEXCOORD0);
depth_3 = tmpvar_4.x;
highp float tmpvar_5;
tmpvar_5 = (1.0/(((_ZBufferParams.x * depth_3) + _ZBufferParams.y)));
depth_3 = tmpvar_5;
highp vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = (xlv_TEXCOORD1 * tmpvar_5);
mediump float shadow_7;
highp vec4 weights_8;
highp vec4 far_9;
highp vec4 near_10;
bvec4 tmpvar_11;
tmpvar_11 = greaterThanEqual (tmpvar_6.zzzz, _LightSplitsNear);
lowp vec4 tmpvar_12;
tmpvar_12 = vec4(tmpvar_11);
near_10 = tmpvar_12;
bvec4 tmpvar_13;
tmpvar_13 = lessThan (tmpvar_6.zzzz, _LightSplitsFar);
lowp vec4 tmpvar_14;
tmpvar_14 = vec4(tmpvar_13);
far_9 = tmpvar_14;
weights_8 = (near_10 * far_9);
highp vec4 tmpvar_15;
tmpvar_15.w = 1.0;
tmpvar_15.xyz = (((
((_View2Shadow * tmpvar_6).xyz * weights_8.x)
+
((_View2Shadow1 * tmpvar_6).xyz * weights_8.y)
) + (
(_View2Shadow2 * tmpvar_6)
.xyz * weights_8.z)) + ((_View2Shadow3 * tmpvar_6).xyz * weights_8.w));
lowp vec4 tmpvar_16;
tmpvar_16 = texture (_ShadowMapTexture, tmpvar_15.xy);
highp float tmpvar_17;
if ((tmpvar_16.x < tmpvar_15.z)) {
tmpvar_17 = _LightShadowData.x;
} else {
tmpvar_17 = 1.0;
};
shadow_7 = tmpvar_17;
res_2.x = shadow_7;
res_2.y = 1.0;
highp vec2 enc_18;
enc_18 = (vec2(1.0, 255.0) * (1.0 - tmpvar_5));
highp vec2 tmpvar_19;
tmpvar_19 = fract(enc_18);
enc_18.y = tmpvar_19.y;
enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157));
res_2.zw = enc_18;
tmpvar_1 = res_2;
_fragData = tmpvar_1;
}
// stats: 30 alu 2 tex 1 flow
// inputs: 2
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
// uniforms: 8 (total size: 0)
// #0: _LightShadowData (high float) 4x1 [-1]
// #1: _LightSplitsFar (high float) 4x1 [-1]
// #2: _LightSplitsNear (high float) 4x1 [-1]
// #3: _View2Shadow (high float) 4x4 [-1]
// #4: _View2Shadow1 (high float) 4x4 [-1]
// #5: _View2Shadow2 (high float) 4x4 [-1]
// #6: _View2Shadow3 (high float) 4x4 [-1]
// #7: _ZBufferParams (high float) 4x1 [-1]
// textures: 2
// #0: _CameraDepthTexture (low 2d) 0x0 [-1]
// #1: _ShadowMapTexture (low 2d) 0x0 [-1]