| #version 310 es |
| precision highp float; |
| |
| layout(location = 1) in vec2 vMainuv_param_1; |
| layout(location = 0) in vec4 v_output1_param_1; |
| layout(location = 3) in vec2 v_uv_param_1; |
| layout(location = 2) in vec4 v_output2_param_1; |
| layout(location = 0) out vec4 glFragColor_1_1; |
| struct lightingInfo { |
| vec3 diffuse; |
| vec3 specular; |
| }; |
| |
| struct LeftOver { |
| mat4 u_World; |
| mat4 u_ViewProjection; |
| float u_bumpStrength; |
| uint padding; |
| uint pad; |
| uint pad_1; |
| vec3 u_cameraPosition; |
| float u_parallaxScale; |
| float textureInfoName; |
| uint padding_1; |
| vec2 tangentSpaceParameter0; |
| }; |
| |
| struct Light0 { |
| vec4 vLightData; |
| vec4 vLightDiffuse; |
| vec4 vLightSpecular; |
| vec3 vLightGround; |
| uint padding_2; |
| vec4 shadowsInfo; |
| vec2 depthValues; |
| uint pad_2; |
| uint pad_3; |
| }; |
| |
| float u_Float = 0.0f; |
| vec3 u_Color = vec3(0.0f, 0.0f, 0.0f); |
| vec2 vMainuv = vec2(0.0f, 0.0f); |
| layout(binding = 6, std140) uniform x_269_block_ubo { |
| LeftOver inner; |
| } x_269; |
| |
| vec4 v_output1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| bool tint_symbol = false; |
| vec2 v_uv = vec2(0.0f, 0.0f); |
| vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| layout(binding = 5, std140) uniform light0_block_ubo { |
| Light0 inner; |
| } light0; |
| |
| vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| mat3 cotangent_frame_vf3_vf3_vf2_vf2_(inout vec3 normal_1, inout vec3 p, inout vec2 uv, inout vec2 tangentSpaceParams) { |
| vec3 dp1 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 dp2 = vec3(0.0f, 0.0f, 0.0f); |
| vec2 duv1 = vec2(0.0f, 0.0f); |
| vec2 duv2 = vec2(0.0f, 0.0f); |
| vec3 dp2perp = vec3(0.0f, 0.0f, 0.0f); |
| vec3 dp1perp = vec3(0.0f, 0.0f, 0.0f); |
| vec3 tangent = vec3(0.0f, 0.0f, 0.0f); |
| vec3 bitangent = vec3(0.0f, 0.0f, 0.0f); |
| float invmax = 0.0f; |
| vec3 x_133 = p; |
| dp1 = dFdx(x_133); |
| vec3 x_136 = p; |
| dp2 = dFdy(x_136); |
| vec2 x_139 = uv; |
| duv1 = dFdx(x_139); |
| vec2 x_142 = uv; |
| duv2 = dFdy(x_142); |
| vec3 x_145 = dp2; |
| vec3 x_146 = normal_1; |
| dp2perp = cross(x_145, x_146); |
| vec3 x_149 = normal_1; |
| vec3 x_150 = dp1; |
| dp1perp = cross(x_149, x_150); |
| vec3 x_153 = dp2perp; |
| float x_155 = duv1.x; |
| vec3 x_157 = dp1perp; |
| float x_159 = duv2.x; |
| tangent = ((x_153 * x_155) + (x_157 * x_159)); |
| vec3 x_163 = dp2perp; |
| float x_165 = duv1.y; |
| vec3 x_167 = dp1perp; |
| float x_169 = duv2.y; |
| bitangent = ((x_163 * x_165) + (x_167 * x_169)); |
| float x_173 = tangentSpaceParams.x; |
| vec3 x_174 = tangent; |
| tangent = (x_174 * x_173); |
| float x_177 = tangentSpaceParams.y; |
| vec3 x_178 = bitangent; |
| bitangent = (x_178 * x_177); |
| vec3 x_181 = tangent; |
| vec3 x_182 = tangent; |
| vec3 x_184 = bitangent; |
| vec3 x_185 = bitangent; |
| invmax = inversesqrt(max(dot(x_181, x_182), dot(x_184, x_185))); |
| vec3 x_189 = tangent; |
| float x_190 = invmax; |
| vec3 x_191 = (x_189 * x_190); |
| vec3 x_192 = bitangent; |
| float x_193 = invmax; |
| vec3 x_194 = (x_192 * x_193); |
| vec3 x_195 = normal_1; |
| return mat3(vec3(x_191.x, x_191.y, x_191.z), vec3(x_194.x, x_194.y, x_194.z), vec3(x_195.x, x_195.y, x_195.z)); |
| } |
| |
| mat3 transposeMat3_mf33_(inout mat3 inMatrix) { |
| vec3 i0 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 i1 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 i2 = vec3(0.0f, 0.0f, 0.0f); |
| mat3 outMatrix = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 x_60 = inMatrix[0]; |
| i0 = x_60; |
| vec3 x_64 = inMatrix[1]; |
| i1 = x_64; |
| vec3 x_68 = inMatrix[2]; |
| i2 = x_68; |
| float x_73 = i0.x; |
| float x_75 = i1.x; |
| float x_77 = i2.x; |
| vec3 x_78 = vec3(x_73, x_75, x_77); |
| float x_81 = i0.y; |
| float x_83 = i1.y; |
| float x_85 = i2.y; |
| vec3 x_86 = vec3(x_81, x_83, x_85); |
| float x_89 = i0.z; |
| float x_91 = i1.z; |
| float x_93 = i2.z; |
| vec3 x_94 = vec3(x_89, x_91, x_93); |
| outMatrix = mat3(vec3(x_78.x, x_78.y, x_78.z), vec3(x_86.x, x_86.y, x_86.z), vec3(x_94.x, x_94.y, x_94.z)); |
| mat3 x_110 = outMatrix; |
| return x_110; |
| } |
| |
| vec3 perturbNormalBase_mf33_vf3_f1_(inout mat3 cotangentFrame, inout vec3 normal, inout float scale) { |
| mat3 x_113 = cotangentFrame; |
| vec3 x_114 = normal; |
| return normalize((x_113 * x_114)); |
| } |
| |
| vec3 perturbNormal_mf33_vf3_f1_(inout mat3 cotangentFrame_1, inout vec3 textureSample, inout float scale_1) { |
| mat3 param = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 param_1 = vec3(0.0f, 0.0f, 0.0f); |
| float param_2 = 0.0f; |
| vec3 x_119 = textureSample; |
| mat3 x_125 = cotangentFrame_1; |
| param = x_125; |
| param_1 = ((x_119 * 2.0f) - vec3(1.0f)); |
| float x_128 = scale_1; |
| param_2 = x_128; |
| vec3 x_129 = perturbNormalBase_mf33_vf3_f1_(param, param_1, param_2); |
| return x_129; |
| } |
| |
| lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(inout vec3 viewDirectionW, inout vec3 vNormal, inout vec4 lightData, inout vec3 diffuseColor, inout vec3 specularColor, inout vec3 groundColor, inout float glossiness) { |
| float ndl = 0.0f; |
| lightingInfo result = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); |
| vec3 angleW = vec3(0.0f, 0.0f, 0.0f); |
| float specComp = 0.0f; |
| vec3 x_212 = vNormal; |
| vec4 x_213 = lightData; |
| ndl = ((dot(x_212, vec3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f); |
| vec3 x_220 = groundColor; |
| vec3 x_221 = diffuseColor; |
| float x_222 = ndl; |
| result.diffuse = mix(x_220, x_221, vec3(x_222, x_222, x_222)); |
| vec3 x_227 = viewDirectionW; |
| vec4 x_228 = lightData; |
| angleW = normalize((x_227 + vec3(x_228.x, x_228.y, x_228.z))); |
| vec3 x_233 = vNormal; |
| vec3 x_234 = angleW; |
| specComp = max(0.0f, dot(x_233, x_234)); |
| float x_237 = specComp; |
| float x_238 = glossiness; |
| specComp = pow(x_237, max(1.0f, x_238)); |
| float x_241 = specComp; |
| vec3 x_242 = specularColor; |
| result.specular = (x_242 * x_241); |
| lightingInfo x_245 = result; |
| return x_245; |
| } |
| |
| uniform highp sampler2D TextureSamplerTexture_TextureSamplerSampler; |
| uniform highp sampler2D TextureSampler1Texture_TextureSampler1Sampler; |
| |
| void main_1() { |
| vec4 tempTextureRead = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 rgb = vec3(0.0f, 0.0f, 0.0f); |
| vec3 output5 = vec3(0.0f, 0.0f, 0.0f); |
| vec4 output4 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec2 uvOffset = vec2(0.0f, 0.0f); |
| float normalScale = 0.0f; |
| vec2 TBNUV = vec2(0.0f, 0.0f); |
| vec2 x_299 = vec2(0.0f, 0.0f); |
| mat3 TBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 param_3 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 param_4 = vec3(0.0f, 0.0f, 0.0f); |
| vec2 param_5 = vec2(0.0f, 0.0f); |
| vec2 param_6 = vec2(0.0f, 0.0f); |
| mat3 invTBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| mat3 param_7 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float parallaxLimit = 0.0f; |
| vec2 vOffsetDir = vec2(0.0f, 0.0f); |
| vec2 vMaxOffset = vec2(0.0f, 0.0f); |
| float numSamples = 0.0f; |
| float stepSize = 0.0f; |
| float currRayHeight = 0.0f; |
| vec2 vCurrOffset = vec2(0.0f, 0.0f); |
| vec2 vLastOffset = vec2(0.0f, 0.0f); |
| float lastSampledHeight = 0.0f; |
| float currSampledHeight = 0.0f; |
| int i = 0; |
| float delta1 = 0.0f; |
| float delta2 = 0.0f; |
| float ratio = 0.0f; |
| vec2 parallaxOcclusion_0 = vec2(0.0f, 0.0f); |
| mat3 param_8 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 param_9 = vec3(0.0f, 0.0f, 0.0f); |
| float param_10 = 0.0f; |
| vec2 output6 = vec2(0.0f, 0.0f); |
| vec4 tempTextureRead1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 rgb1 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 viewDirectionW_1 = vec3(0.0f, 0.0f, 0.0f); |
| float shadow = 0.0f; |
| float glossiness_1 = 0.0f; |
| vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f); |
| vec3 specularBase = vec3(0.0f, 0.0f, 0.0f); |
| vec3 normalW = vec3(0.0f, 0.0f, 0.0f); |
| lightingInfo info = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); |
| vec3 param_11 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 param_12 = vec3(0.0f, 0.0f, 0.0f); |
| vec4 param_13 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec3 param_14 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 param_15 = vec3(0.0f, 0.0f, 0.0f); |
| vec3 param_16 = vec3(0.0f, 0.0f, 0.0f); |
| float param_17 = 0.0f; |
| vec3 diffuseOutput = vec3(0.0f, 0.0f, 0.0f); |
| vec3 specularOutput = vec3(0.0f, 0.0f, 0.0f); |
| vec3 output3 = vec3(0.0f, 0.0f, 0.0f); |
| u_Float = 100.0f; |
| u_Color = vec3(0.5f); |
| vec2 x_261 = vMainuv; |
| vec4 x_262 = texture(TextureSamplerTexture_TextureSamplerSampler, x_261); |
| tempTextureRead = x_262; |
| vec4 x_264 = tempTextureRead; |
| float x_273 = x_269.inner.textureInfoName; |
| rgb = (vec3(x_264.x, x_264.y, x_264.z) * x_273); |
| vec3 x_279 = x_269.inner.u_cameraPosition; |
| vec4 x_282 = v_output1; |
| output5 = normalize((x_279 - vec3(x_282.x, x_282.y, x_282.z))); |
| output4 = vec4(0.0f); |
| uvOffset = vec2(0.0f); |
| float x_292 = x_269.inner.u_bumpStrength; |
| normalScale = (1.0f / x_292); |
| bool x_298 = tint_symbol; |
| if (x_298) { |
| vec2 x_303 = v_uv; |
| x_299 = x_303; |
| } else { |
| vec2 x_305 = v_uv; |
| x_299 = -(x_305); |
| } |
| vec2 x_307 = x_299; |
| TBNUV = x_307; |
| vec4 x_310 = v_output2; |
| float x_312 = normalScale; |
| param_3 = (vec3(x_310.x, x_310.y, x_310.z) * x_312); |
| vec4 x_317 = v_output1; |
| param_4 = vec3(x_317.x, x_317.y, x_317.z); |
| vec2 x_320 = TBNUV; |
| param_5 = x_320; |
| vec2 x_324 = x_269.inner.tangentSpaceParameter0; |
| param_6 = x_324; |
| mat3 x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(param_3, param_4, param_5, param_6); |
| TBN = x_325; |
| mat3 x_328 = TBN; |
| param_7 = x_328; |
| mat3 x_329 = transposeMat3_mf33_(param_7); |
| invTBN = x_329; |
| mat3 x_331 = invTBN; |
| vec3 x_332 = output5; |
| vec3 x_334 = (x_331 * -(x_332)); |
| mat3 x_337 = invTBN; |
| vec3 x_338 = output5; |
| parallaxLimit = (length(vec2(x_334.x, x_334.y)) / (x_337 * -(x_338)).z); |
| float x_345 = x_269.inner.u_parallaxScale; |
| float x_346 = parallaxLimit; |
| parallaxLimit = (x_346 * x_345); |
| mat3 x_349 = invTBN; |
| vec3 x_350 = output5; |
| vec3 x_352 = (x_349 * -(x_350)); |
| vOffsetDir = normalize(vec2(x_352.x, x_352.y)); |
| vec2 x_356 = vOffsetDir; |
| float x_357 = parallaxLimit; |
| vMaxOffset = (x_356 * x_357); |
| mat3 x_361 = invTBN; |
| vec3 x_362 = output5; |
| mat3 x_365 = invTBN; |
| vec4 x_366 = v_output2; |
| numSamples = (15.0f + (dot((x_361 * -(x_362)), (x_365 * vec3(x_366.x, x_366.y, x_366.z))) * -11.0f)); |
| float x_374 = numSamples; |
| stepSize = (1.0f / x_374); |
| currRayHeight = 1.0f; |
| vCurrOffset = vec2(0.0f); |
| vLastOffset = vec2(0.0f); |
| lastSampledHeight = 1.0f; |
| currSampledHeight = 1.0f; |
| i = 0; |
| while (true) { |
| int x_388 = i; |
| if ((x_388 < 15)) { |
| } else { |
| break; |
| } |
| vec2 x_394 = v_uv; |
| vec2 x_395 = vCurrOffset; |
| vec4 x_397 = vec4(0.0f); |
| currSampledHeight = x_397.w; |
| float x_400 = currSampledHeight; |
| float x_401 = currRayHeight; |
| if ((x_400 > x_401)) { |
| float x_406 = currSampledHeight; |
| float x_407 = currRayHeight; |
| delta1 = (x_406 - x_407); |
| float x_410 = currRayHeight; |
| float x_411 = stepSize; |
| float x_413 = lastSampledHeight; |
| delta2 = ((x_410 + x_411) - x_413); |
| float x_416 = delta1; |
| float x_417 = delta1; |
| float x_418 = delta2; |
| ratio = (x_416 / (x_417 + x_418)); |
| float x_421 = ratio; |
| vec2 x_422 = vLastOffset; |
| float x_424 = ratio; |
| vec2 x_426 = vCurrOffset; |
| vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0f - x_424))); |
| break; |
| } else { |
| float x_431 = stepSize; |
| float x_432 = currRayHeight; |
| currRayHeight = (x_432 - x_431); |
| vec2 x_434 = vCurrOffset; |
| vLastOffset = x_434; |
| float x_435 = stepSize; |
| vec2 x_436 = vMaxOffset; |
| vec2 x_438 = vCurrOffset; |
| vCurrOffset = (x_438 + (x_436 * x_435)); |
| float x_440 = currSampledHeight; |
| lastSampledHeight = x_440; |
| } |
| { |
| int x_441 = i; |
| i = (x_441 + 1); |
| } |
| } |
| vec2 x_444 = vCurrOffset; |
| parallaxOcclusion_0 = x_444; |
| vec2 x_445 = parallaxOcclusion_0; |
| uvOffset = x_445; |
| vec2 x_449 = v_uv; |
| vec2 x_450 = uvOffset; |
| vec4 x_452 = texture(TextureSamplerTexture_TextureSamplerSampler, (x_449 + x_450)); |
| float x_454 = x_269.inner.u_bumpStrength; |
| mat3 x_457 = TBN; |
| param_8 = x_457; |
| param_9 = vec3(x_452.x, x_452.y, x_452.z); |
| param_10 = (1.0f / x_454); |
| vec3 x_461 = perturbNormal_mf33_vf3_f1_(param_8, param_9, param_10); |
| vec4 x_462 = output4; |
| output4 = vec4(x_461.x, x_461.y, x_461.z, x_462.w); |
| vec2 x_465 = v_uv; |
| vec2 x_466 = uvOffset; |
| output6 = (x_465 + x_466); |
| vec2 x_474 = output6; |
| vec4 x_475 = texture(TextureSampler1Texture_TextureSampler1Sampler, x_474); |
| tempTextureRead1 = x_475; |
| vec4 x_477 = tempTextureRead1; |
| rgb1 = vec3(x_477.x, x_477.y, x_477.z); |
| vec3 x_481 = x_269.inner.u_cameraPosition; |
| vec4 x_482 = v_output1; |
| viewDirectionW_1 = normalize((x_481 - vec3(x_482.x, x_482.y, x_482.z))); |
| shadow = 1.0f; |
| float x_488 = u_Float; |
| glossiness_1 = (1.0f * x_488); |
| diffuseBase = vec3(0.0f); |
| specularBase = vec3(0.0f); |
| vec4 x_494 = output4; |
| normalW = vec3(x_494.x, x_494.y, x_494.z); |
| vec3 x_501 = viewDirectionW_1; |
| param_11 = x_501; |
| vec3 x_503 = normalW; |
| param_12 = x_503; |
| vec4 x_507 = light0.inner.vLightData; |
| param_13 = x_507; |
| vec4 x_510 = light0.inner.vLightDiffuse; |
| param_14 = vec3(x_510.x, x_510.y, x_510.z); |
| vec4 x_514 = light0.inner.vLightSpecular; |
| param_15 = vec3(x_514.x, x_514.y, x_514.z); |
| vec3 x_518 = light0.inner.vLightGround; |
| param_16 = x_518; |
| float x_520 = glossiness_1; |
| param_17 = x_520; |
| lightingInfo x_521 = computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(param_11, param_12, param_13, param_14, param_15, param_16, param_17); |
| info = x_521; |
| shadow = 1.0f; |
| vec3 x_523 = info.diffuse; |
| float x_524 = shadow; |
| vec3 x_526 = diffuseBase; |
| diffuseBase = (x_526 + (x_523 * x_524)); |
| vec3 x_529 = info.specular; |
| float x_530 = shadow; |
| vec3 x_532 = specularBase; |
| specularBase = (x_532 + (x_529 * x_530)); |
| vec3 x_535 = diffuseBase; |
| vec3 x_536 = rgb1; |
| diffuseOutput = (x_535 * x_536); |
| vec3 x_539 = specularBase; |
| vec3 x_540 = u_Color; |
| specularOutput = (x_539 * x_540); |
| vec3 x_543 = diffuseOutput; |
| vec3 x_544 = specularOutput; |
| output3 = (x_543 + x_544); |
| vec3 x_548 = output3; |
| glFragColor = vec4(x_548.x, x_548.y, x_548.z, 1.0f); |
| return; |
| } |
| |
| struct main_out { |
| vec4 glFragColor_1; |
| }; |
| |
| main_out tint_symbol_1(vec2 vMainuv_param, vec4 v_output1_param, bool tint_symbol_2, vec2 v_uv_param, vec4 v_output2_param) { |
| vMainuv = vMainuv_param; |
| v_output1 = v_output1_param; |
| tint_symbol = tint_symbol_2; |
| v_uv = v_uv_param; |
| v_output2 = v_output2_param; |
| main_1(); |
| main_out tint_symbol_3 = main_out(glFragColor); |
| return tint_symbol_3; |
| } |
| |
| void main() { |
| main_out inner_result = tint_symbol_1(vMainuv_param_1, v_output1_param_1, gl_FrontFacing, v_uv_param_1, v_output2_param_1); |
| glFragColor_1_1 = inner_result.glFragColor_1; |
| return; |
| } |