uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _RandomTexture; uniform highp vec4 _Params; uniform highp vec4 _ProjectionParams; varying highp vec2 xlv_TEXCOORD0; varying highp vec2 xlv_TEXCOORD1; void main () { highp vec3 RAND_SAMPLES_1[8]; 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); mediump float tmpvar_2; highp vec2 tmpvar_3; tmpvar_3 = xlv_TEXCOORD0; highp vec3 samples_4[8]; samples_4[0]=RAND_SAMPLES_1[0];samples_4[1]=RAND_SAMPLES_1[1];samples_4[2]=RAND_SAMPLES_1[2];samples_4[3]=RAND_SAMPLES_1[3];samples_4[4]=RAND_SAMPLES_1[4];samples_4[5]=RAND_SAMPLES_1[5];samples_4[6]=RAND_SAMPLES_1[6];samples_4[7]=RAND_SAMPLES_1[7]; highp float occ_6; highp float scale_7; highp float depth_8; highp vec3 viewNorm_9; highp vec4 depthnormal_10; mediump vec3 randN_11; lowp vec3 tmpvar_12; tmpvar_12 = ((texture2D (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0); randN_11 = tmpvar_12; lowp vec4 tmpvar_13; tmpvar_13 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0); depthnormal_10 = tmpvar_13; highp vec3 n_14; highp vec3 tmpvar_15; tmpvar_15 = ((depthnormal_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0)); highp float tmpvar_16; tmpvar_16 = (2.0 / dot (tmpvar_15, tmpvar_15)); n_14.xy = (tmpvar_16 * tmpvar_15.xy); n_14.z = (tmpvar_16 - 1.0); viewNorm_9 = n_14; depth_8 = (dot (depthnormal_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z); scale_7 = (_Params.x / depth_8); occ_6 = 0.0; for (highp int s_5 = 0; s_5 < 8; s_5++) { highp vec4 sampleND_17; mediump vec3 randomDir_18; highp vec3 tmpvar_19; highp vec3 I_20; I_20 = samples_4[s_5]; tmpvar_19 = (I_20 - (2.0 * ( dot (randN_11, I_20) * randN_11))); randomDir_18 = tmpvar_19; highp float tmpvar_21; tmpvar_21 = dot (viewNorm_9, randomDir_18); mediump float tmpvar_22; if ((tmpvar_21 < 0.0)) { tmpvar_22 = 1.0; } else { tmpvar_22 = -1.0; }; randomDir_18 = (randomDir_18 * -(tmpvar_22)); randomDir_18 = (randomDir_18 + (viewNorm_9 * 0.3)); lowp vec4 tmpvar_23; highp vec2 P_24; P_24 = (tmpvar_3 + (randomDir_18.xy * scale_7)); tmpvar_23 = texture2D (_CameraDepthNormalsTexture, P_24); sampleND_17 = tmpvar_23; highp float tmpvar_25; tmpvar_25 = clamp (((depth_8 - (randomDir_18.z * _Params.x) ) - ( dot (sampleND_17.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_25 > _Params.y)) { occ_6 = (occ_6 + pow ((1.0 - tmpvar_25), _Params.z)); }; }; occ_6 = (occ_6 / 8.0); tmpvar_2 = (1.0 - occ_6); gl_FragData[0] = vec4(tmpvar_2); } // stats: 49 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: _Params (high float) 4x1 [-1] // #1: _ProjectionParams (high float) 4x1 [-1] // textures: 2 // #0: _CameraDepthNormalsTexture (low 2d) 0x0 [-1] // #1: _RandomTexture (low 2d) 0x0 [-1]