//------------------------------------------------------------------------------ // Autogenerated 'GBuffer Conditioner' Condition Method //------------------------------------------------------------------------------ vec4 autogenCondition_55070f7a(vec4 unconditionedOutput) { // g-buffer conditioner: float4(normal.X, normal.Y, depth Hi, depth Lo) float4 _gbConditionedOutput = float4(sqrt(half(2.0/(1.0 - unconditionedOutput.y))) * half2(unconditionedOutput.xz), 0.0, unconditionedOutput.a); // Encode depth into hi/lo float2 _tempDepth = frac(unconditionedOutput.a * float2(1.0, 65535.0)); _gbConditionedOutput.zw = _tempDepth.xy - _tempDepth.yy * float2(1.0/65535.0, 0.0); return _gbConditionedOutput; } //------------------------------------------------------------------------------ // Autogenerated 'GBuffer Conditioner' Uncondition Method //------------------------------------------------------------------------------ float4 autogenUncondition_55070f7a(sampler2D deferredSamplerVar, float2 screenUVVar) { // Sampler g-buffer float4 bufferSample = tex2Dlod(deferredSamplerVar, float4(screenUVVar,0,0)); // g-buffer unconditioner: float4(normal.X, normal.Y, depth Hi, depth Lo) float2 _inpXY = bufferSample.xy; float _xySQ = dot(_inpXY, _inpXY); float4 _gbUnconditionedInput = float4( sqrt(half(1.0 - (_xySQ / 4.0))) * _inpXY, -1.0 + (_xySQ / 2.0), bufferSample.a).xzyw; // Decode depth _gbUnconditionedInput.w = dot( bufferSample.zw, float2(1.0, 1.0/65535.0)); return _gbUnconditionedInput; }