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-rw-r--r--shaders/unity/59-DeferredPoint.shader_test120
1 files changed, 120 insertions, 0 deletions
diff --git a/shaders/unity/59-DeferredPoint.shader_test b/shaders/unity/59-DeferredPoint.shader_test
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+++ b/shaders/unity/59-DeferredPoint.shader_test
@@ -0,0 +1,120 @@
+# Built-in shader from Unity 5.0.0b19:
+# Hidden/Internal-DeferredShading
+# internal variant: POINT SHADOWS_OFF
+# This shader GLSL dump is put under MIT license
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform vec4 _ProjectionParams;
+
+
+uniform float _LightAsQuad;
+varying vec4 xlv_TEXCOORD0;
+varying vec3 xlv_TEXCOORD1;
+void main ()
+{
+ vec4 tmpvar_1;
+ tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
+ vec4 o_2;
+ vec4 tmpvar_3;
+ tmpvar_3 = (tmpvar_1 * 0.5);
+ vec2 tmpvar_4;
+ tmpvar_4.x = tmpvar_3.x;
+ tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
+ o_2.xy = (tmpvar_4 + tmpvar_3.w);
+ o_2.zw = tmpvar_1.zw;
+ gl_Position = tmpvar_1;
+ xlv_TEXCOORD0 = o_2;
+ xlv_TEXCOORD1 = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_Normal, vec3(_LightAsQuad));
+}
+
+[fragment shader]
+uniform vec3 _WorldSpaceCameraPos;
+uniform vec4 _ProjectionParams;
+uniform vec4 _ZBufferParams;
+uniform sampler2D _CameraDepthTexture;
+uniform vec4 _LightPos;
+uniform vec4 _LightColor;
+uniform mat4 _CameraToWorld;
+uniform sampler2D _LightTextureB0;
+uniform sampler2D _CameraGBufferTexture0;
+uniform sampler2D _CameraGBufferTexture1;
+uniform sampler2D _CameraGBufferTexture2;
+varying vec4 xlv_TEXCOORD0;
+varying vec3 xlv_TEXCOORD1;
+void main ()
+{
+ vec2 tmpvar_1;
+ tmpvar_1 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
+ vec4 tmpvar_2;
+ tmpvar_2.w = 1.0;
+ tmpvar_2.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
+ (_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x)
+ + _ZBufferParams.y))));
+ vec3 tmpvar_3;
+ tmpvar_3 = (_CameraToWorld * tmpvar_2).xyz;
+ vec3 tmpvar_4;
+ tmpvar_4 = (tmpvar_3 - _LightPos.xyz);
+ vec3 tmpvar_5;
+ tmpvar_5 = -(normalize(tmpvar_4));
+ vec4 tmpvar_6;
+ tmpvar_6 = texture2D (_CameraGBufferTexture1, tmpvar_1);
+ vec3 tmpvar_7;
+ tmpvar_7 = (_LightColor.xyz * texture2D (_LightTextureB0, vec2((dot (tmpvar_4, tmpvar_4) * _LightPos.w))).w);
+ vec3 tmpvar_8;
+ tmpvar_8 = normalize(((texture2D (_CameraGBufferTexture2, tmpvar_1).xyz * 2.0) - 1.0));
+ float tmpvar_9;
+ tmpvar_9 = max (0.0, dot (tmpvar_8, tmpvar_5));
+ vec3 viewDir_10;
+ viewDir_10 = -(normalize((tmpvar_3 - _WorldSpaceCameraPos)));
+ float tmpvar_11;
+ tmpvar_11 = (1.0 - tmpvar_6.w);
+ vec3 tmpvar_12;
+ tmpvar_12 = normalize((tmpvar_5 + viewDir_10));
+ float tmpvar_13;
+ tmpvar_13 = max (0.0, dot (tmpvar_8, viewDir_10));
+ float tmpvar_14;
+ tmpvar_14 = max (0.0, dot (tmpvar_5, tmpvar_12));
+ float tmpvar_15;
+ tmpvar_15 = ((tmpvar_11 * tmpvar_11) * 0.797885);
+ float tmpvar_16;
+ float tmpvar_17;
+ tmpvar_17 = (10.0 / log2((
+ ((1.0 - tmpvar_11) * 0.968)
+ + 0.03)));
+ tmpvar_16 = (tmpvar_17 * tmpvar_17);
+ float tmpvar_18;
+ tmpvar_18 = (0.5 + ((
+ (2.0 * tmpvar_14)
+ * tmpvar_14) * tmpvar_11));
+ vec4 tmpvar_19;
+ tmpvar_19.w = 1.0;
+ tmpvar_19.xyz = ((texture2D (_CameraGBufferTexture0, tmpvar_1).xyz * (tmpvar_7 *
+ (((1.0 + (
+ (tmpvar_18 - 1.0)
+ *
+ pow ((1.0001 - tmpvar_9), 5.0)
+ )) * (1.0 + (
+ (tmpvar_18 - 1.0)
+ *
+ pow ((1.0001 - tmpvar_13), 5.0)
+ ))) * tmpvar_9)
+ )) + ((
+ (max (0.0, ((
+ ((1.0/(((
+ (tmpvar_9 * (1.0 - tmpvar_15))
+ + tmpvar_15) * (
+ (tmpvar_13 * (1.0 - tmpvar_15))
+ + tmpvar_15)))) * (pow (max (0.0,
+ dot (tmpvar_8, tmpvar_12)
+ ), tmpvar_16) * ((tmpvar_16 + 1.0) / 6.28319)))
+ * tmpvar_9) / 4.0)) * 3.14159)
+ * tmpvar_7) * (tmpvar_6.xyz +
+ ((1.0 - tmpvar_6.xyz) * pow (abs((1.0 -
+ max (0.0, dot (viewDir_10, tmpvar_12))
+ )), 5.0))
+ )));
+ gl_FragData[0] = exp2(-(tmpvar_19));
+}
+