diff options
Diffstat (limited to 'shaders/unity/37.shader_test')
-rw-r--r-- | shaders/unity/37.shader_test | 230 |
1 files changed, 230 insertions, 0 deletions
diff --git a/shaders/unity/37.shader_test b/shaders/unity/37.shader_test new file mode 100644 index 0000000..a53a559 --- /dev/null +++ b/shaders/unity/37.shader_test @@ -0,0 +1,230 @@ +# Built-in shader from Unity 5.0.0b19: +# Hidden/Internal-PrePassCollectShadows +# internal variant: SHADOWS_NATIVE +# This shader GLSL dump is put under MIT license +[require] +GLSL >= 1.10 + +[vertex shader] +uniform vec4 _ProjectionParams; +uniform mat4 unity_CameraInvProjection; + +varying vec2 xlv_TEXCOORD0; +varying vec3 xlv_TEXCOORD1; +varying vec4 xlv_TEXCOORD2; +void main () +{ + vec4 clipPos_1; + vec4 tmpvar_2; + tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); + clipPos_1.xzw = tmpvar_2.xzw; + clipPos_1.y = (tmpvar_2.y * _ProjectionParams.x); + vec4 tmpvar_3; + tmpvar_3.zw = vec2(-1.0, 1.0); + tmpvar_3.xy = clipPos_1.xy; + vec4 tmpvar_4; + tmpvar_4 = (unity_CameraInvProjection * tmpvar_3); + vec4 tmpvar_5; + tmpvar_5.zw = vec2(1.0, 1.0); + tmpvar_5.xy = clipPos_1.xy; + vec4 tmpvar_6; + tmpvar_6.xy = tmpvar_4.xy; + tmpvar_6.z = -(tmpvar_4.z); + tmpvar_6.w = -((unity_CameraInvProjection * tmpvar_5).z); + xlv_TEXCOORD0 = gl_MultiTexCoord0.xy; + xlv_TEXCOORD1 = gl_Normal; + xlv_TEXCOORD2 = tmpvar_6; + gl_Position = tmpvar_2; +} + +[fragment shader] +uniform vec4 _ZBufferParams; +uniform vec4 unity_OrthoParams; +uniform vec4 _LightSplitsNear; +uniform vec4 _LightSplitsFar; +uniform mat4 unity_World2Shadow[4]; +uniform vec4 _LightShadowData; +uniform sampler2D _CameraDepthTexture; +uniform mat4 _CameraToWorld; +uniform sampler2DShadow _ShadowMapTexture; +uniform vec4 _ShadowMapTexture_TexelSize; +varying vec2 xlv_TEXCOORD0; +varying vec3 xlv_TEXCOORD1; +varying vec4 xlv_TEXCOORD2; +void main () +{ + vec3 vposOrtho_1; + vec4 tmpvar_2; + tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); + vposOrtho_1.xy = xlv_TEXCOORD2.xy; + vposOrtho_1.z = mix (xlv_TEXCOORD2.z, xlv_TEXCOORD2.w, tmpvar_2.x); + vec3 tmpvar_3; + tmpvar_3 = mix ((xlv_TEXCOORD1 * mix ( + (1.0/(((_ZBufferParams.x * tmpvar_2.x) + _ZBufferParams.y))) + , tmpvar_2.x, unity_OrthoParams.w)), vposOrtho_1, unity_OrthoParams.www); + vec4 tmpvar_4; + tmpvar_4.w = 1.0; + tmpvar_4.xyz = tmpvar_3; + vec4 tmpvar_5; + tmpvar_5 = (_CameraToWorld * tmpvar_4); + vec4 tmpvar_6; + tmpvar_6 = (vec4(greaterThanEqual (tmpvar_3.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_3.zzzz, _LightSplitsFar))); + vec4 tmpvar_7; + tmpvar_7.w = 1.0; + tmpvar_7.xyz = ((( + ((unity_World2Shadow[0] * tmpvar_5).xyz * tmpvar_6.x) + + + ((unity_World2Shadow[1] * tmpvar_5).xyz * tmpvar_6.y) + ) + ( + (unity_World2Shadow[2] * tmpvar_5) + .xyz * tmpvar_6.z)) + ((unity_World2Shadow[3] * tmpvar_5).xyz * tmpvar_6.w)); + vec2 tmpvar_8; + tmpvar_8 = ((tmpvar_7.xy * _ShadowMapTexture_TexelSize.zw) + vec2(0.5, 0.5)); + vec2 tmpvar_9; + tmpvar_9 = ((floor(tmpvar_8) - vec2(0.5, 0.5)) * _ShadowMapTexture_TexelSize.xy); + vec2 tmpvar_10; + tmpvar_10 = fract(tmpvar_8); + vec3 tmpvar_11; + tmpvar_11.y = 7.0; + tmpvar_11.x = (4.0 - (3.0 * tmpvar_10.x)); + tmpvar_11.z = (1.0 + (3.0 * tmpvar_10.x)); + vec3 tmpvar_12; + tmpvar_12.x = (((3.0 - + (2.0 * tmpvar_10.x) + ) / tmpvar_11.x) - 2.0); + tmpvar_12.y = ((3.0 + tmpvar_10.x) / 7.0); + tmpvar_12.z = ((tmpvar_10.x / tmpvar_11.z) + 2.0); + vec3 tmpvar_13; + tmpvar_13 = (tmpvar_12 * _ShadowMapTexture_TexelSize.x); + vec3 tmpvar_14; + tmpvar_14.y = 7.0; + tmpvar_14.x = (4.0 - (3.0 * tmpvar_10.y)); + tmpvar_14.z = (1.0 + (3.0 * tmpvar_10.y)); + vec3 tmpvar_15; + tmpvar_15.x = (((3.0 - + (2.0 * tmpvar_10.y) + ) / tmpvar_14.x) - 2.0); + tmpvar_15.y = ((3.0 + tmpvar_10.y) / 7.0); + tmpvar_15.z = ((tmpvar_10.y / tmpvar_14.z) + 2.0); + vec3 tmpvar_16; + tmpvar_16 = (tmpvar_15 * _ShadowMapTexture_TexelSize.y); + vec3 tmpvar_17; + tmpvar_17 = (tmpvar_11 * tmpvar_14.x); + vec2 tmpvar_18; + tmpvar_18.x = tmpvar_13.x; + tmpvar_18.y = tmpvar_16.x; + float depth_19; + depth_19 = tmpvar_7.z; + vec3 uv_20; + vec3 tmpvar_21; + tmpvar_21.xy = (tmpvar_9 + tmpvar_18); + tmpvar_21.z = depth_19; + uv_20.xy = tmpvar_21.xy; + uv_20.z = depth_19; + vec2 tmpvar_22; + tmpvar_22.x = tmpvar_13.y; + tmpvar_22.y = tmpvar_16.x; + float depth_23; + depth_23 = tmpvar_7.z; + vec3 uv_24; + vec3 tmpvar_25; + tmpvar_25.xy = (tmpvar_9 + tmpvar_22); + tmpvar_25.z = depth_23; + uv_24.xy = tmpvar_25.xy; + uv_24.z = depth_23; + vec2 tmpvar_26; + tmpvar_26.x = tmpvar_13.z; + tmpvar_26.y = tmpvar_16.x; + float depth_27; + depth_27 = tmpvar_7.z; + vec3 uv_28; + vec3 tmpvar_29; + tmpvar_29.xy = (tmpvar_9 + tmpvar_26); + tmpvar_29.z = depth_27; + uv_28.xy = tmpvar_29.xy; + uv_28.z = depth_27; + vec3 tmpvar_30; + tmpvar_30 = (tmpvar_11 * 7.0); + vec2 tmpvar_31; + tmpvar_31.x = tmpvar_13.x; + tmpvar_31.y = tmpvar_16.y; + float depth_32; + depth_32 = tmpvar_7.z; + vec3 uv_33; + vec3 tmpvar_34; + tmpvar_34.xy = (tmpvar_9 + tmpvar_31); + tmpvar_34.z = depth_32; + uv_33.xy = tmpvar_34.xy; + uv_33.z = depth_32; + vec2 tmpvar_35; + tmpvar_35.x = tmpvar_13.y; + tmpvar_35.y = tmpvar_16.y; + float depth_36; + depth_36 = tmpvar_7.z; + vec3 uv_37; + vec3 tmpvar_38; + tmpvar_38.xy = (tmpvar_9 + tmpvar_35); + tmpvar_38.z = depth_36; + uv_37.xy = tmpvar_38.xy; + uv_37.z = depth_36; + vec2 tmpvar_39; + tmpvar_39.x = tmpvar_13.z; + tmpvar_39.y = tmpvar_16.y; + float depth_40; + depth_40 = tmpvar_7.z; + vec3 uv_41; + vec3 tmpvar_42; + tmpvar_42.xy = (tmpvar_9 + tmpvar_39); + tmpvar_42.z = depth_40; + uv_41.xy = tmpvar_42.xy; + uv_41.z = depth_40; + vec3 tmpvar_43; + tmpvar_43 = (tmpvar_11 * tmpvar_14.z); + vec2 tmpvar_44; + tmpvar_44.x = tmpvar_13.x; + tmpvar_44.y = tmpvar_16.z; + float depth_45; + depth_45 = tmpvar_7.z; + vec3 uv_46; + vec3 tmpvar_47; + tmpvar_47.xy = (tmpvar_9 + tmpvar_44); + tmpvar_47.z = depth_45; + uv_46.xy = tmpvar_47.xy; + uv_46.z = depth_45; + vec2 tmpvar_48; + tmpvar_48.x = tmpvar_13.y; + tmpvar_48.y = tmpvar_16.z; + float depth_49; + depth_49 = tmpvar_7.z; + vec3 uv_50; + vec3 tmpvar_51; + tmpvar_51.xy = (tmpvar_9 + tmpvar_48); + tmpvar_51.z = depth_49; + uv_50.xy = tmpvar_51.xy; + uv_50.z = depth_49; + vec2 tmpvar_52; + tmpvar_52.x = tmpvar_13.z; + tmpvar_52.y = tmpvar_16.z; + float depth_53; + depth_53 = tmpvar_7.z; + vec3 uv_54; + vec3 tmpvar_55; + tmpvar_55.xy = (tmpvar_9 + tmpvar_52); + tmpvar_55.z = depth_53; + uv_54.xy = tmpvar_55.xy; + uv_54.z = depth_53; + gl_FragData[0] = vec4((mix (_LightShadowData.x, 1.0, ( + (((( + (((( + (tmpvar_17.x * shadow2D (_ShadowMapTexture, uv_20).x) + + + (tmpvar_17.y * shadow2D (_ShadowMapTexture, uv_24).x) + ) + (tmpvar_17.z * shadow2D (_ShadowMapTexture, uv_28).x)) + (tmpvar_30.x * shadow2D (_ShadowMapTexture, uv_33).x)) + (tmpvar_30.y * shadow2D (_ShadowMapTexture, uv_37).x)) + + + (tmpvar_30.z * shadow2D (_ShadowMapTexture, uv_41).x) + ) + (tmpvar_43.x * shadow2D (_ShadowMapTexture, uv_46).x)) + (tmpvar_43.y * shadow2D (_ShadowMapTexture, uv_50).x)) + (tmpvar_43.z * shadow2D (_ShadowMapTexture, uv_54).x)) + / 144.0)) + clamp (( + (tmpvar_3.z * _LightShadowData.z) + + _LightShadowData.w), 0.0, 1.0))); +} + |