uniform vec4 _ProjectionParams; uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _RandomTexture; uniform vec4 _Params; varying vec2 xlv_TEXCOORD0; varying vec2 xlv_TEXCOORD1; void main () { vec3 RAND_SAMPLES_1[24]; RAND_SAMPLES_1[0] = vec3(0.0130572, 0.587232, -0.119337); RAND_SAMPLES_1[1] = vec3(0.323078, 0.0220727, -0.418873); RAND_SAMPLES_1[2] = vec3(-0.310725, -0.191367, 0.0561369); RAND_SAMPLES_1[3] = vec3(-0.479646, 0.0939877, -0.580265); RAND_SAMPLES_1[4] = vec3(0.139999, -0.33577, 0.559679); RAND_SAMPLES_1[5] = vec3(-0.248458, 0.255532, 0.348944); RAND_SAMPLES_1[6] = vec3(0.18719, -0.702764, -0.231748); RAND_SAMPLES_1[7] = vec3(0.884915, 0.284208, 0.368524); RAND_SAMPLES_1[8] = vec3(0.0130572, 0.587232, -0.119337); RAND_SAMPLES_1[9] = vec3(0.323078, 0.0220727, -0.418873); RAND_SAMPLES_1[10] = vec3(-0.310725, -0.191367, 0.0561369); RAND_SAMPLES_1[11] = vec3(-0.479646, 0.0939877, -0.580265); RAND_SAMPLES_1[12] = vec3(0.139999, -0.33577, 0.559679); RAND_SAMPLES_1[13] = vec3(-0.248458, 0.255532, 0.348944); RAND_SAMPLES_1[14] = vec3(0.18719, -0.702764, -0.231748); RAND_SAMPLES_1[15] = vec3(0.884915, 0.284208, 0.368524); RAND_SAMPLES_1[16] = vec3(0.0130572, 0.587232, -0.119337); RAND_SAMPLES_1[17] = vec3(0.323078, 0.0220727, -0.418873); RAND_SAMPLES_1[18] = vec3(-0.310725, -0.191367, 0.0561369); RAND_SAMPLES_1[19] = vec3(-0.479646, 0.0939877, -0.580265); RAND_SAMPLES_1[20] = vec3(0.139999, -0.33577, 0.559679); RAND_SAMPLES_1[21] = vec3(-0.248458, 0.255532, 0.348944); RAND_SAMPLES_1[22] = vec3(0.18719, -0.702764, -0.231748); RAND_SAMPLES_1[23] = vec3(0.884915, 0.284208, 0.368524); vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0; vec3 samples_3[24]; samples_3[0]=RAND_SAMPLES_1[0];samples_3[1]=RAND_SAMPLES_1[1];samples_3[2]=RAND_SAMPLES_1[2];samples_3[3]=RAND_SAMPLES_1[3];samples_3[4]=RAND_SAMPLES_1[4];samples_3[5]=RAND_SAMPLES_1[5];samples_3[6]=RAND_SAMPLES_1[6];samples_3[7]=RAND_SAMPLES_1[7];samples_3[8]=RAND_SAMPLES_1[8];samples_3[9]=RAND_SAMPLES_1[9];samples_3[10]=RAND_SAMPLES_1[10];samples_3[11]=RAND_SAMPLES_1[11];samples_3[12]=RAND_SAMPLES_1[12];samples_3[13]=RAND_SAMPLES_1[13];samples_3[14]=RAND_SAMPLES_1[14];samples_3[15]=RAND_SAMPLES_1[15];samples_3[16]=RAND_SAMPLES_1[16];samples_3[17]=RAND_SAMPLES_1[17];samples_3[18]=RAND_SAMPLES_1[18];samples_3[19]=RAND_SAMPLES_1[19];samples_3[20]=RAND_SAMPLES_1[20];samples_3[21]=RAND_SAMPLES_1[21];samples_3[22]=RAND_SAMPLES_1[22];samples_3[23]=RAND_SAMPLES_1[23]; float occ_5; float scale_6; float depth_7; vec3 viewNorm_8; vec3 randN_9; randN_9 = ((texture2D (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0); vec4 tmpvar_10; tmpvar_10 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0); vec3 n_11; vec3 tmpvar_12; tmpvar_12 = ((tmpvar_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); float tmpvar_13; tmpvar_13 = (2.0 / dot (tmpvar_12, tmpvar_12)); n_11.xy = (tmpvar_13 * tmpvar_12.xy); n_11.z = (tmpvar_13 - 1.0); viewNorm_8 = n_11; depth_7 = (dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z); scale_6 = (_Params.x / depth_7); occ_5 = 0.0; for (int s_4 = 0; s_4 < 24; s_4++) { vec3 randomDir_14; vec3 tmpvar_15; vec3 I_16; I_16 = samples_3[s_4]; tmpvar_15 = (I_16 - (2.0 * ( dot (randN_9, I_16) * randN_9))); randomDir_14 = tmpvar_15; float tmpvar_17; tmpvar_17 = dot (viewNorm_8, tmpvar_15); float tmpvar_18; if ((tmpvar_17 < 0.0)) { tmpvar_18 = 1.0; } else { tmpvar_18 = -1.0; }; randomDir_14 = (tmpvar_15 * -(tmpvar_18)); randomDir_14 = (randomDir_14 + (viewNorm_8 * 0.3)); float tmpvar_19; tmpvar_19 = clamp (((depth_7 - (randomDir_14.z * _Params.x) ) - ( dot (texture2D (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_6))).zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_19 > _Params.y)) { occ_5 = (occ_5 + pow ((1.0 - tmpvar_19), _Params.z)); }; }; occ_5 = (occ_5 / 24.0); gl_FragData[0] = vec4((1.0 - occ_5)); } // stats: 65 alu 3 tex 4 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 2x1 [-1] // uniforms: 2 (total size: 0) // #0: _ProjectionParams (high float) 4x1 [-1] // #1: _Params (high float) 4x1 [-1] // textures: 2 // #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1] // #1: _RandomTexture (high 2d) 0x0 [-1]