#version 300 es
layout(location=0) out mediump vec4 _glesFragData[4];
uniform highp vec4 _ProjectionParams;
uniform highp sampler2D _CameraDepthNormalsTexture;
uniform sampler2D _RandomTexture;
uniform highp vec4 _Params;
in highp vec2 xlv_TEXCOORD0;
in highp vec2 xlv_TEXCOORD1;
void main ()
{
  mediump float tmpvar_1;
  highp vec2 tmpvar_2;
  tmpvar_2 = xlv_TEXCOORD0;
  highp float occ_4;
  highp float scale_5;
  highp float depth_6;
  highp vec3 viewNorm_7;
  mediump vec3 randN_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = ((texture (_RandomTexture, xlv_TEXCOORD1).xyz * 2.0) - 1.0);
  randN_8 = tmpvar_9;
  highp vec4 tmpvar_10;
  tmpvar_10 = texture (_CameraDepthNormalsTexture, xlv_TEXCOORD0);
  highp vec3 n_11;
  highp vec3 tmpvar_12;
  tmpvar_12 = ((tmpvar_10.xyz * vec3(3.5554, 3.5554, 0.0)) + vec3(-1.7777, -1.7777, 1.0));
  highp 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_7 = n_11;
  depth_6 = (dot (tmpvar_10.zw, vec2(1.0, 0.00392157)) * _ProjectionParams.z);
  scale_5 = (_Params.x / depth_6);
  occ_4 = 0.0;
  for (int s_3 = 0; s_3 < 8; s_3++) {
    mediump vec3 randomDir_14;
    highp vec3 tmpvar_15;
    highp vec3 I_16;
    I_16 = vec3[8](vec3(0.0130572, 0.587232, -0.119337), vec3(0.323078, 0.0220727, -0.418873), vec3(-0.310725, -0.191367, 0.0561369), vec3(-0.479646, 0.0939877, -0.580265), vec3(0.139999, -0.33577, 0.559679), vec3(-0.248458, 0.255532, 0.348944), vec3(0.18719, -0.702764, -0.231748), vec3(0.884915, 0.284208, 0.368524))[s_3];
    tmpvar_15 = (I_16 - (2.0 * (
      dot (randN_8, I_16)
     * randN_8)));
    randomDir_14 = tmpvar_15;
    highp float tmpvar_17;
    tmpvar_17 = dot (viewNorm_7, randomDir_14);
    highp float tmpvar_18;
    if ((tmpvar_17 < 0.0)) {
      tmpvar_18 = 1.0;
    } else {
      tmpvar_18 = -1.0;
    };
    randomDir_14 = (randomDir_14 * -(tmpvar_18));
    randomDir_14 = (randomDir_14 + (viewNorm_7 * 0.3));
    highp vec4 tmpvar_19;
    tmpvar_19 = texture (_CameraDepthNormalsTexture, (tmpvar_2 + (randomDir_14.xy * scale_5)));
    highp float tmpvar_20;
    tmpvar_20 = clamp (((depth_6 - 
      (randomDir_14.z * _Params.x)
    ) - (
      dot (tmpvar_19.zw, vec2(1.0, 0.00392157))
     * _ProjectionParams.z)), 0.0, 1.0);
    if ((tmpvar_20 > _Params.y)) {
      occ_4 = (occ_4 + pow ((1.0 - tmpvar_20), _Params.z));
    };
  };
  occ_4 = (occ_4 / 8.0);
  tmpvar_1 = (1.0 - occ_4);
  _glesFragData[0] = vec4(tmpvar_1);
}


// stats: 41 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: _ProjectionParams (high float) 4x1 [-1]
//  #1: _Params (high float) 4x1 [-1]
// textures: 2
//  #0: _CameraDepthNormalsTexture (high 2d) 0x0 [-1]
//  #1: _RandomTexture (low 2d) 0x0 [-1]
