diff options
Diffstat (limited to 'shaders/unity/59.shader_test')
-rw-r--r-- | shaders/unity/59.shader_test | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/shaders/unity/59.shader_test b/shaders/unity/59.shader_test new file mode 100644 index 0000000..9768bb2 --- /dev/null +++ b/shaders/unity/59.shader_test @@ -0,0 +1,61 @@ +# Built-in shader from Unity 5.0.0b19: +# Hidden/BlurAndFlares +# internal variant: +# This shader GLSL dump is put under MIT license +[require] +GLSL >= 1.10 + +[vertex shader] +uniform vec4 _Offsets; +uniform vec4 _MainTex_TexelSize; +varying vec2 xlv_TEXCOORD0; +varying vec2 xlv_TEXCOORD0_1; +varying vec2 xlv_TEXCOORD0_2; +varying vec2 xlv_TEXCOORD0_3; +varying vec2 xlv_TEXCOORD0_4; +varying vec2 xlv_TEXCOORD0_5; +varying vec2 xlv_TEXCOORD0_6; +void main () +{ + vec2 cse_1; + cse_1 = (0.5 * _MainTex_TexelSize.xy); + vec2 cse_2; + cse_2 = (1.5 * _MainTex_TexelSize.xy); + vec2 cse_3; + cse_3 = (2.5 * _MainTex_TexelSize.xy); + gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); + xlv_TEXCOORD0 = gl_MultiTexCoord0.xy; + xlv_TEXCOORD0_1 = (gl_MultiTexCoord0.xy + (cse_1 * _Offsets.xy)); + xlv_TEXCOORD0_2 = (gl_MultiTexCoord0.xy - (cse_1 * _Offsets.xy)); + xlv_TEXCOORD0_3 = (gl_MultiTexCoord0.xy + (cse_2 * _Offsets.xy)); + xlv_TEXCOORD0_4 = (gl_MultiTexCoord0.xy - (cse_2 * _Offsets.xy)); + xlv_TEXCOORD0_5 = (gl_MultiTexCoord0.xy + (cse_3 * _Offsets.xy)); + xlv_TEXCOORD0_6 = (gl_MultiTexCoord0.xy - (cse_3 * _Offsets.xy)); +} + +[fragment shader] +uniform vec4 _TintColor; +uniform vec2 _Threshhold; +uniform float _Saturation; +uniform sampler2D _MainTex; +varying vec2 xlv_TEXCOORD0; +varying vec2 xlv_TEXCOORD0_1; +varying vec2 xlv_TEXCOORD0_2; +varying vec2 xlv_TEXCOORD0_3; +varying vec2 xlv_TEXCOORD0_4; +varying vec2 xlv_TEXCOORD0_5; +varying vec2 xlv_TEXCOORD0_6; +void main () +{ + vec4 color_1; + vec4 tmpvar_2; + tmpvar_2 = max ((( + (((( + ((texture2D (_MainTex, xlv_TEXCOORD0) + texture2D (_MainTex, xlv_TEXCOORD0_1)) + texture2D (_MainTex, xlv_TEXCOORD0_2)) + + texture2D (_MainTex, xlv_TEXCOORD0_3)) + texture2D (_MainTex, xlv_TEXCOORD0_4)) + texture2D (_MainTex, xlv_TEXCOORD0_5)) + texture2D (_MainTex, xlv_TEXCOORD0_6)) + / 7.0) - _Threshhold.xxxx), vec4(0.0, 0.0, 0.0, 0.0)); + color_1.w = tmpvar_2.w; + color_1.xyz = (mix (vec3(dot (tmpvar_2.xyz, vec3(0.22, 0.707, 0.071))), tmpvar_2.xyz, vec3(_Saturation)) * _TintColor.xyz); + gl_FragData[0] = color_1; +} + |