| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct Scene { |
| vec4 vEyePosition; |
| }; |
| |
| struct Material { |
| vec4 vDiffuseColor; |
| vec3 vAmbientColor; |
| float placeholder; |
| vec3 vEmissiveColor; |
| float placeholder2; |
| }; |
| |
| struct Mesh { |
| float visibility; |
| }; |
| |
| struct main_out { |
| vec4 glFragColor_1; |
| }; |
| |
| float fClipDistance3 = 0.0f; |
| float fClipDistance4 = 0.0f; |
| layout(binding = 0, std140) |
| uniform x_29_block_1_ubo { |
| Scene inner; |
| } v; |
| layout(binding = 1, std140) |
| uniform x_49_block_1_ubo { |
| Material inner; |
| } v_1; |
| layout(binding = 2, std140) |
| uniform x_137_block_1_ubo { |
| Mesh inner; |
| } v_2; |
| vec4 glFragColor = vec4(0.0f); |
| bool continue_execution = true; |
| layout(location = 2) in float tint_symbol_loc2_Input; |
| layout(location = 3) in float tint_symbol_loc3_Input; |
| layout(location = 0) out vec4 tint_symbol_loc0_Output; |
| void main_1() { |
| vec3 viewDirectionW = vec3(0.0f); |
| vec4 baseColor = vec4(0.0f); |
| vec3 diffuseColor = vec3(0.0f); |
| float alpha = 0.0f; |
| vec3 normalW = vec3(0.0f); |
| vec2 uvOffset = vec2(0.0f); |
| vec3 baseAmbientColor = vec3(0.0f); |
| float glossiness = 0.0f; |
| vec3 diffuseBase = vec3(0.0f); |
| float shadow = 0.0f; |
| vec4 refractionColor = vec4(0.0f); |
| vec4 reflectionColor = vec4(0.0f); |
| vec3 emissiveColor = vec3(0.0f); |
| vec3 finalDiffuse = vec3(0.0f); |
| vec3 finalSpecular = vec3(0.0f); |
| vec4 color = vec4(0.0f); |
| float x_9 = fClipDistance3; |
| if ((x_9 > 0.0f)) { |
| continue_execution = false; |
| } |
| float x_17 = fClipDistance4; |
| if ((x_17 > 0.0f)) { |
| continue_execution = false; |
| } |
| vec4 x_34 = v.inner.vEyePosition; |
| vec3 x_38 = vec3(0.0f); |
| viewDirectionW = normalize((vec3(x_34[0u], x_34[1u], x_34[2u]) - x_38)); |
| baseColor = vec4(1.0f); |
| vec4 x_52 = v_1.inner.vDiffuseColor; |
| diffuseColor = vec3(x_52[0u], x_52[1u], x_52[2u]); |
| float x_60 = v_1.inner.vDiffuseColor.w; |
| alpha = x_60; |
| vec3 x_62 = vec3(0.0f); |
| vec3 x_64 = vec3(0.0f); |
| uvOffset = vec2(0.0f); |
| vec4 x_74 = vec4(0.0f); |
| vec4 x_76 = baseColor; |
| vec3 v_3 = vec3(x_76[0u], x_76[1u], x_76[2u]); |
| vec3 x_78 = (v_3 * vec3(x_74[0u], x_74[1u], x_74[2u])); |
| vec4 x_79 = baseColor; |
| baseColor = vec4(x_78[0u], x_78[1u], x_78[2u], x_79[3u]); |
| baseAmbientColor = vec3(1.0f); |
| glossiness = 0.0f; |
| diffuseBase = vec3(0.0f); |
| shadow = 1.0f; |
| refractionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); |
| reflectionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); |
| vec3 x_94 = v_1.inner.vEmissiveColor; |
| emissiveColor = x_94; |
| vec3 x_96 = diffuseBase; |
| vec3 x_97 = diffuseColor; |
| vec3 x_99 = emissiveColor; |
| vec3 x_103 = v_1.inner.vAmbientColor; |
| vec4 x_108 = baseColor; |
| vec3 v_4 = clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0f), vec3(1.0f)); |
| finalDiffuse = (v_4 * vec3(x_108[0u], x_108[1u], x_108[2u])); |
| finalSpecular = vec3(0.0f); |
| vec3 x_113 = finalDiffuse; |
| vec3 x_114 = baseAmbientColor; |
| vec3 x_116 = finalSpecular; |
| vec4 x_118 = reflectionColor; |
| vec4 x_121 = refractionColor; |
| vec3 v_5 = (((x_113 * x_114) + x_116) + vec3(x_118[0u], x_118[1u], x_118[2u])); |
| vec3 x_123 = (v_5 + vec3(x_121[0u], x_121[1u], x_121[2u])); |
| float x_124 = alpha; |
| color = vec4(x_123[0u], x_123[1u], x_123[2u], x_124); |
| vec4 x_129 = color; |
| vec3 x_132 = max(vec3(x_129[0u], x_129[1u], x_129[2u]), vec3(0.0f)); |
| vec4 x_133 = color; |
| color = vec4(x_132[0u], x_132[1u], x_132[2u], x_133[3u]); |
| float x_140 = v_2.inner.visibility; |
| float x_142 = color.w; |
| color[3u] = (x_142 * x_140); |
| vec4 x_147 = color; |
| glFragColor = x_147; |
| } |
| main_out tint_symbol_inner(float fClipDistance3_param, float fClipDistance4_param) { |
| fClipDistance3 = fClipDistance3_param; |
| fClipDistance4 = fClipDistance4_param; |
| main_1(); |
| main_out v_6 = main_out(glFragColor); |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v_6; |
| } |
| void main() { |
| tint_symbol_loc0_Output = tint_symbol_inner(tint_symbol_loc2_Input, tint_symbol_loc3_Input).glFragColor_1; |
| } |