Torque3D/Templates/BaseGame/game/data/shaderCache/autogenConditioners.h
2019-05-11 21:42:27 -05:00

36 lines
1.5 KiB
C

//------------------------------------------------------------------------------
// 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;
}