struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; }; struct appdata { vec4 vertex; vec2 texcoord; }; uniform sampler2D _CameraDepthTexture; uniform sampler2D _CameraNormalsTexture; uniform vec4 _ZBufferParams; float Linear01Depth( in float z ); vec2 EncodeViewNormalStereo( in vec3 n ); vec2 EncodeFloatRG( in float v ); vec4 EncodeDepthNormal( in float depth, in vec3 normal ); vec4 frag( in v2f i ); float Linear01Depth( in float z ) { return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y )); } vec2 EncodeViewNormalStereo( in vec3 n ) { float kScale = 1.77770; vec2 enc; enc = (n.xy / (n.z + 1.00000)); enc /= kScale; enc = ((enc * 0.500000) + 0.500000); return enc; } vec2 EncodeFloatRG( in float v ) { vec2 kEncodeMul = vec2( 1.00000, 255.000); float kEncodeBit = 0.00392157; vec2 enc; enc = (kEncodeMul * v); enc = fract( enc ); enc.x -= (enc.y * kEncodeBit); return enc; } vec4 EncodeDepthNormal( in float depth, in vec3 normal ) { vec4 enc; enc.xy = EncodeViewNormalStereo( normal); enc.zw = EncodeFloatRG( depth); return enc; } vec4 frag( in v2f i ) { float d; vec4 n; d = texture2D( _CameraDepthTexture, i.uv).x ; n = texture2D( _CameraNormalsTexture, i.uv); d = Linear01Depth( d); n.xyz = ((n.xyz * 2.00000) - 1.00000); n.z = ( -n.z ); return ( (d < 0.999985) ) ? ( EncodeDepthNormal( d, n.xyz ) ) : ( vec4( 0.500000, 0.500000, 1.00000, 1.00000) ); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }