#version 300 es uniform highp vec4 _ZBufferParams; uniform sampler2D _MainTex; uniform highp sampler2D _CameraDepthTexture; uniform sampler2D _VelTex; uniform sampler2D _NeighbourMaxTex; uniform sampler2D _NoiseTex; uniform highp vec4 _MainTex_TexelSize; uniform highp float _Jitter; uniform highp float _MaxVelocity; uniform highp float _SoftZDistance; in highp vec2 xlv_TEXCOORD0; out mediump vec4 _fragData; void main () { highp vec2 tmpvar_1; tmpvar_1 = xlv_TEXCOORD0; highp vec4 jitteredDir_3; highp vec4 sum_4; highp float weight_5; highp float zx_6; highp vec2 vx_7; highp vec2 x_8; highp vec2 xf_9; xf_9 = xlv_TEXCOORD0; x_8 = xlv_TEXCOORD0; if ((_MainTex_TexelSize.y < 0.0)) { xf_9.y = (1.0 - xlv_TEXCOORD0.y); }; lowp vec4 tmpvar_10; tmpvar_10 = textureLod (_NeighbourMaxTex, xf_9, 0.0); highp vec2 tmpvar_11; tmpvar_11 = tmpvar_10.xy; lowp vec4 tmpvar_12; tmpvar_12 = textureLod (_MainTex, xlv_TEXCOORD0, 0.0); highp vec4 tmpvar_13; tmpvar_13 = tmpvar_12; lowp vec4 tmpvar_14; tmpvar_14 = textureLod (_VelTex, xf_9, 0.0); highp vec2 tmpvar_15; tmpvar_15 = tmpvar_14.xy; vx_7 = tmpvar_15; highp vec4 tmpvar_16; tmpvar_16.zw = vec2(0.0, 0.0); tmpvar_16.xy = xlv_TEXCOORD0; highp vec4 coord_17; coord_17 = (tmpvar_16 * 11.0); lowp vec4 tmpvar_18; tmpvar_18 = textureLod (_NoiseTex, coord_17.xy, coord_17.w); highp vec4 tmpvar_19; tmpvar_19 = ((tmpvar_18 * 2.0) - 1.0); zx_6 = -((1.0/(( (_ZBufferParams.x * textureLod (_CameraDepthTexture, xlv_TEXCOORD0, 0.0).x) + _ZBufferParams.y)))); weight_5 = 1.0; sum_4 = tmpvar_13; highp vec4 tmpvar_20; tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_MainTex_TexelSize.xyxy * _Jitter)).xyyz); jitteredDir_3 = ((max ( abs(tmpvar_20.xyxy) , ((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15) ) * sign(tmpvar_20.xyxy)) * vec4(1.0, 1.0, -1.0, -1.0)); for (highp int l_2 = 0; l_2 < 12; l_2++) { highp float zy_21; highp vec4 yf_22; highp vec4 tmpvar_23; tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * vec2[12](vec2(-0.326212, -0.40581), vec2(-0.840144, -0.07358), vec2(-0.695914, 0.457137), vec2(-0.203345, 0.620716), vec2(0.96234, -0.194983), vec2(0.473434, -0.480026), vec2(0.519456, 0.767022), vec2(0.185461, -0.893124), vec2(0.507431, 0.064425), vec2(0.89642, 0.412458), vec2(-0.32194, -0.932615), vec2(-0.791559, -0.59771))[l_2].xyxy) * vec4(1.0, 1.0, -1.0, -1.0))); yf_22 = tmpvar_23; if ((_MainTex_TexelSize.y < 0.0)) { yf_22.yw = (1.0 - tmpvar_23.yw); }; lowp vec4 tmpvar_24; tmpvar_24 = textureLod (_VelTex, yf_22.xy, 0.0); highp vec2 tmpvar_25; tmpvar_25 = tmpvar_24.xy; zy_21 = -((1.0/(( (_ZBufferParams.x * textureLod (_CameraDepthTexture, tmpvar_23.xy, 0.0).x) + _ZBufferParams.y)))); highp vec2 x_26; x_26 = (x_8 - tmpvar_23.xy); highp vec2 x_27; x_27 = (tmpvar_23.xy - x_8); highp float tmpvar_28; tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25)); highp vec2 x_29; x_29 = (tmpvar_23.xy - x_8); highp float edge0_30; edge0_30 = (0.95 * tmpvar_28); highp float tmpvar_31; tmpvar_31 = clamp ((( sqrt(dot (x_29, x_29)) - edge0_30) / ( (1.05 * tmpvar_28) - edge0_30)), 0.0, 1.0); highp float tmpvar_32; tmpvar_32 = sqrt(dot (vx_7, vx_7)); highp vec2 x_33; x_33 = (x_8 - tmpvar_23.xy); highp float edge0_34; edge0_34 = (0.95 * tmpvar_32); highp float tmpvar_35; tmpvar_35 = clamp ((( sqrt(dot (x_33, x_33)) - edge0_34) / ( (1.05 * tmpvar_32) - edge0_34)), 0.0, 1.0); highp float tmpvar_36; tmpvar_36 = ((( clamp ((1.0 - ((zy_21 - zx_6) / _SoftZDistance)), 0.0, 1.0) * clamp ((1.0 - (sqrt( dot (x_26, x_26) ) / sqrt( dot (vx_7, vx_7) ))), 0.0, 1.0) ) + ( clamp ((1.0 - ((zx_6 - zy_21) / _SoftZDistance)), 0.0, 1.0) * clamp ((1.0 - (sqrt( dot (x_27, x_27) ) / sqrt( dot (tmpvar_25, tmpvar_25) ))), 0.0, 1.0) )) + (( (1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 - (2.0 * tmpvar_31) )))) * (1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 - (2.0 * tmpvar_35) )))) ) * 2.0)); lowp vec4 tmpvar_37; tmpvar_37 = textureLod (_MainTex, tmpvar_23.xy, 0.0); highp vec4 tmpvar_38; tmpvar_38 = tmpvar_37; sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36)); weight_5 = (weight_5 + tmpvar_36); }; highp vec4 tmpvar_39; tmpvar_39 = (sum_4 / weight_5); _fragData = tmpvar_39; } // stats: 99 alu 8 tex 4 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // uniforms: 5 (total size: 0) // #0: _ZBufferParams (high float) 4x1 [-1] // #1: _MainTex_TexelSize (high float) 4x1 [-1] // #2: _Jitter (high float) 1x1 [-1] // #3: _MaxVelocity (high float) 1x1 [-1] // #4: _SoftZDistance (high float) 1x1 [-1] // textures: 5 // #0: _MainTex (low 2d) 0x0 [-1] // #1: _CameraDepthTexture (high 2d) 0x0 [-1] // #2: _VelTex (low 2d) 0x0 [-1] // #3: _NeighbourMaxTex (low 2d) 0x0 [-1] // #4: _NoiseTex (low 2d) 0x0 [-1]