# Built-in shader from Unity 5.0.0b19: # Hidden/SSAO # internal variant: # This shader GLSL dump is put under MIT license [require] GLSL >= 1.10 [vertex shader] uniform vec2 _NoiseScale; uniform vec4 _CameraDepthNormalsTexture_ST; varying vec2 xlv_TEXCOORD0; varying vec2 xlv_TEXCOORD1; void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _CameraDepthNormalsTexture_ST.xy) + _CameraDepthNormalsTexture_ST.zw); xlv_TEXCOORD1 = (gl_MultiTexCoord0.xy * _NoiseScale); } [fragment shader] 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[14]; RAND_SAMPLES_1[0] = vec3(0.401004, 0.889938, -0.0175177); RAND_SAMPLES_1[1] = vec3(0.161784, 0.133855, -0.353049); RAND_SAMPLES_1[2] = vec3(-0.23053, -0.190009, 0.50254); RAND_SAMPLES_1[3] = vec3(-0.625668, 0.124166, 0.116393); RAND_SAMPLES_1[4] = vec3(0.382079, -0.32414, 0.411283); RAND_SAMPLES_1[5] = vec3(-0.0882965, 0.164976, 0.139588); RAND_SAMPLES_1[6] = vec3(0.189168, -0.128376, -0.0987356); RAND_SAMPLES_1[7] = vec3(0.198614, 0.176724, 0.438049); RAND_SAMPLES_1[8] = vec3(-0.329497, 0.0268434, -0.402184); RAND_SAMPLES_1[9] = vec3(-0.019565, -0.310806, -0.410663); RAND_SAMPLES_1[10] = vec3(-0.32155, 0.683205, -0.343345); RAND_SAMPLES_1[11] = vec3(0.702613, 0.164825, 0.0225063); RAND_SAMPLES_1[12] = vec3(0.0370446, -0.939131, 0.135877); RAND_SAMPLES_1[13] = vec3(-0.698445, -0.600342, -0.0401694); vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0; vec3 samples_3[14]; 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]; 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; float tmpvar_14; tmpvar_14 = (dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z); depth_7 = tmpvar_14; scale_6 = (_Params.x / tmpvar_14); occ_5 = 0.0; for (int s_4 = 0; s_4 < 14; s_4++) { 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))); 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; }; vec3 tmpvar_19; tmpvar_19 = ((tmpvar_15 * -(tmpvar_18)) + (viewNorm_8 * 0.3)); float tmpvar_20; tmpvar_20 = clamp (((depth_7 - (tmpvar_19.z * _Params.x) ) - ( dot (texture2D (_CameraDepthNormalsTexture, (tmpvar_2 + (tmpvar_19.xy * scale_6))).zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z)), 0.0, 1.0); if ((tmpvar_20 > _Params.y)) { occ_5 = (occ_5 + pow ((1.0 - tmpvar_20), _Params.z)); }; }; float tmpvar_21; tmpvar_21 = (occ_5 / 14.0); occ_5 = tmpvar_21; gl_FragData[0] = vec4((1.0 - tmpvar_21)); }