# 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 vec4 _CameraDepthNormalsTexture_ST; varying vec2 xlv_TEXCOORD0; void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _CameraDepthNormalsTexture_ST.xy) + _CameraDepthNormalsTexture_ST.zw); } [fragment shader] uniform vec4 _ProjectionParams; uniform sampler2D _CameraDepthNormalsTexture; uniform sampler2D _SSAO; uniform vec3 _TexelOffsetScale; varying vec2 xlv_TEXCOORD0; void main () { vec4 geom_1; float denom_2; float sum_3; sum_3 = (texture2D (_SSAO, xlv_TEXCOORD0).x * 5.0); geom_1 = texture2D (_CameraDepthNormalsTexture, xlv_TEXCOORD0); vec2 tmpvar_4; tmpvar_4 = (xlv_TEXCOORD0 + _TexelOffsetScale.xy); vec4 tmpvar_5; tmpvar_5 = texture2D (_CameraDepthNormalsTexture, tmpvar_4); vec2 tmpvar_6; tmpvar_6 = abs((geom_1.xy - tmpvar_5.xy)); float tmpvar_7; tmpvar_7 = (4.0 * (float( ((tmpvar_6.x + tmpvar_6.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_5.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_4).x * tmpvar_7)); denom_2 = (5.0 + tmpvar_7); vec2 tmpvar_8; vec2 cse_9; cse_9 = (_TexelOffsetScale.xy * 2.0); tmpvar_8 = (xlv_TEXCOORD0 + cse_9); vec4 tmpvar_10; tmpvar_10 = texture2D (_CameraDepthNormalsTexture, tmpvar_8); vec2 tmpvar_11; tmpvar_11 = abs((geom_1.xy - tmpvar_10.xy)); float tmpvar_12; tmpvar_12 = (3.0 * (float( ((tmpvar_11.x + tmpvar_11.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_8).x * tmpvar_12)); denom_2 = (denom_2 + tmpvar_12); vec2 tmpvar_13; vec2 cse_14; cse_14 = (_TexelOffsetScale.xy * 3.0); tmpvar_13 = (xlv_TEXCOORD0 + cse_14); vec4 tmpvar_15; tmpvar_15 = texture2D (_CameraDepthNormalsTexture, tmpvar_13); vec2 tmpvar_16; tmpvar_16 = abs((geom_1.xy - tmpvar_15.xy)); float tmpvar_17; tmpvar_17 = (2.0 * (float( ((tmpvar_16.x + tmpvar_16.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_15.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_13).x * tmpvar_17)); denom_2 = (denom_2 + tmpvar_17); vec2 tmpvar_18; vec2 cse_19; cse_19 = (_TexelOffsetScale.xy * 4.0); tmpvar_18 = (xlv_TEXCOORD0 + cse_19); vec4 tmpvar_20; tmpvar_20 = texture2D (_CameraDepthNormalsTexture, tmpvar_18); vec2 tmpvar_21; tmpvar_21 = abs((geom_1.xy - tmpvar_20.xy)); float tmpvar_22; tmpvar_22 = (float(( (tmpvar_21.x + tmpvar_21.y) < 0.1)) * float(( (abs((dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_20.zw, vec2(1.0, 0.00392157)))) * _ProjectionParams.z) < 0.2))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_18).x * tmpvar_22)); denom_2 = (denom_2 + tmpvar_22); vec2 tmpvar_23; tmpvar_23 = (xlv_TEXCOORD0 - _TexelOffsetScale.xy); vec4 tmpvar_24; tmpvar_24 = texture2D (_CameraDepthNormalsTexture, tmpvar_23); vec2 tmpvar_25; tmpvar_25 = abs((geom_1.xy - tmpvar_24.xy)); float tmpvar_26; tmpvar_26 = (4.0 * (float( ((tmpvar_25.x + tmpvar_25.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_24.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_23).x * tmpvar_26)); denom_2 = (denom_2 + tmpvar_26); vec2 tmpvar_27; tmpvar_27 = (xlv_TEXCOORD0 - cse_9); vec4 tmpvar_28; tmpvar_28 = texture2D (_CameraDepthNormalsTexture, tmpvar_27); vec2 tmpvar_29; tmpvar_29 = abs((geom_1.xy - tmpvar_28.xy)); float tmpvar_30; tmpvar_30 = (3.0 * (float( ((tmpvar_29.x + tmpvar_29.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_28.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_27).x * tmpvar_30)); denom_2 = (denom_2 + tmpvar_30); vec2 tmpvar_31; tmpvar_31 = (xlv_TEXCOORD0 - cse_14); vec4 tmpvar_32; tmpvar_32 = texture2D (_CameraDepthNormalsTexture, tmpvar_31); vec2 tmpvar_33; tmpvar_33 = abs((geom_1.xy - tmpvar_32.xy)); float tmpvar_34; tmpvar_34 = (2.0 * (float( ((tmpvar_33.x + tmpvar_33.y) < 0.1) ) * float( ((abs(( dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_32.zw, vec2(1.0, 0.00392157)) )) * _ProjectionParams.z) < 0.2) ))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_31).x * tmpvar_34)); denom_2 = (denom_2 + tmpvar_34); vec2 tmpvar_35; tmpvar_35 = (xlv_TEXCOORD0 - cse_19); vec4 tmpvar_36; tmpvar_36 = texture2D (_CameraDepthNormalsTexture, tmpvar_35); vec2 tmpvar_37; tmpvar_37 = abs((geom_1.xy - tmpvar_36.xy)); float tmpvar_38; tmpvar_38 = (float(( (tmpvar_37.x + tmpvar_37.y) < 0.1)) * float(( (abs((dot (geom_1.zw, vec2(1.0, 0.00392157)) - dot (tmpvar_36.zw, vec2(1.0, 0.00392157)))) * _ProjectionParams.z) < 0.2))); sum_3 = (sum_3 + (texture2D (_SSAO, tmpvar_35).x * tmpvar_38)); denom_2 = (denom_2 + tmpvar_38); gl_FragData[0] = vec4((sum_3 / denom_2)); }