| struct lightingInfo { |
| float3 diffuse; |
| float3 specular; |
| }; |
| |
| static float u_Float = 0.0f; |
| static float3 u_Color = float3(0.0f, 0.0f, 0.0f); |
| Texture2D<float4> TextureSamplerTexture : register(t1, space2); |
| SamplerState TextureSamplerSampler : register(s0, space2); |
| static float2 vMainuv = float2(0.0f, 0.0f); |
| cbuffer cbuffer_x_269 : register(b6, space2) { |
| uint4 x_269[11]; |
| }; |
| static float4 v_output1 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| static bool gl_FrontFacing = false; |
| static float2 v_uv = float2(0.0f, 0.0f); |
| static float4 v_output2 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| Texture2D<float4> TextureSampler1Texture : register(t3, space2); |
| SamplerState TextureSampler1Sampler : register(s2, space2); |
| cbuffer cbuffer_light0 : register(b5, space0) { |
| uint4 light0[6]; |
| }; |
| static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| SamplerState bumpSamplerSampler : register(s4, space2); |
| Texture2D<float4> bumpSamplerTexture : register(t5, space2); |
| |
| float3x3 cotangent_frame_vf3_vf3_vf2_vf2_(inout float3 normal_1, inout float3 p, inout float2 uv, inout float2 tangentSpaceParams) { |
| float3 dp1 = float3(0.0f, 0.0f, 0.0f); |
| float3 dp2 = float3(0.0f, 0.0f, 0.0f); |
| float2 duv1 = float2(0.0f, 0.0f); |
| float2 duv2 = float2(0.0f, 0.0f); |
| float3 dp2perp = float3(0.0f, 0.0f, 0.0f); |
| float3 dp1perp = float3(0.0f, 0.0f, 0.0f); |
| float3 tangent = float3(0.0f, 0.0f, 0.0f); |
| float3 bitangent = float3(0.0f, 0.0f, 0.0f); |
| float invmax = 0.0f; |
| const float3 x_133 = p; |
| dp1 = ddx(x_133); |
| const float3 x_136 = p; |
| dp2 = ddy(x_136); |
| const float2 x_139 = uv; |
| duv1 = ddx(x_139); |
| const float2 x_142 = uv; |
| duv2 = ddy(x_142); |
| const float3 x_145 = dp2; |
| const float3 x_146 = normal_1; |
| dp2perp = cross(x_145, x_146); |
| const float3 x_149 = normal_1; |
| const float3 x_150 = dp1; |
| dp1perp = cross(x_149, x_150); |
| const float3 x_153 = dp2perp; |
| const float x_155 = duv1.x; |
| const float3 x_157 = dp1perp; |
| const float x_159 = duv2.x; |
| tangent = ((x_153 * x_155) + (x_157 * x_159)); |
| const float3 x_163 = dp2perp; |
| const float x_165 = duv1.y; |
| const float3 x_167 = dp1perp; |
| const float x_169 = duv2.y; |
| bitangent = ((x_163 * x_165) + (x_167 * x_169)); |
| const float x_173 = tangentSpaceParams.x; |
| const float3 x_174 = tangent; |
| tangent = (x_174 * x_173); |
| const float x_177 = tangentSpaceParams.y; |
| const float3 x_178 = bitangent; |
| bitangent = (x_178 * x_177); |
| const float3 x_181 = tangent; |
| const float3 x_182 = tangent; |
| const float3 x_184 = bitangent; |
| const float3 x_185 = bitangent; |
| invmax = rsqrt(max(dot(x_181, x_182), dot(x_184, x_185))); |
| const float3 x_189 = tangent; |
| const float x_190 = invmax; |
| const float3 x_191 = (x_189 * x_190); |
| const float3 x_192 = bitangent; |
| const float x_193 = invmax; |
| const float3 x_194 = (x_192 * x_193); |
| const float3 x_195 = normal_1; |
| return float3x3(float3(x_191.x, x_191.y, x_191.z), float3(x_194.x, x_194.y, x_194.z), float3(x_195.x, x_195.y, x_195.z)); |
| } |
| |
| float3x3 transposeMat3_mf33_(inout float3x3 inMatrix) { |
| float3 i0 = float3(0.0f, 0.0f, 0.0f); |
| float3 i1 = float3(0.0f, 0.0f, 0.0f); |
| float3 i2 = float3(0.0f, 0.0f, 0.0f); |
| float3x3 outMatrix = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| const float3 x_60 = inMatrix[0]; |
| i0 = x_60; |
| const float3 x_64 = inMatrix[1]; |
| i1 = x_64; |
| const float3 x_68 = inMatrix[2]; |
| i2 = x_68; |
| const float x_73 = i0.x; |
| const float x_75 = i1.x; |
| const float x_77 = i2.x; |
| const float3 x_78 = float3(x_73, x_75, x_77); |
| const float x_81 = i0.y; |
| const float x_83 = i1.y; |
| const float x_85 = i2.y; |
| const float3 x_86 = float3(x_81, x_83, x_85); |
| const float x_89 = i0.z; |
| const float x_91 = i1.z; |
| const float x_93 = i2.z; |
| const float3 x_94 = float3(x_89, x_91, x_93); |
| outMatrix = float3x3(float3(x_78.x, x_78.y, x_78.z), float3(x_86.x, x_86.y, x_86.z), float3(x_94.x, x_94.y, x_94.z)); |
| const float3x3 x_110 = outMatrix; |
| return x_110; |
| } |
| |
| float3 perturbNormalBase_mf33_vf3_f1_(inout float3x3 cotangentFrame, inout float3 normal, inout float scale) { |
| const float3x3 x_113 = cotangentFrame; |
| const float3 x_114 = normal; |
| return normalize(mul(x_114, x_113)); |
| } |
| |
| float3 perturbNormal_mf33_vf3_f1_(inout float3x3 cotangentFrame_1, inout float3 textureSample, inout float scale_1) { |
| float3x3 param = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float3 param_1 = float3(0.0f, 0.0f, 0.0f); |
| float param_2 = 0.0f; |
| const float3 x_119 = textureSample; |
| const float3x3 x_125 = cotangentFrame_1; |
| param = x_125; |
| param_1 = ((x_119 * 2.0f) - (1.0f).xxx); |
| const float x_128 = scale_1; |
| param_2 = x_128; |
| const float3 x_129 = perturbNormalBase_mf33_vf3_f1_(param, param_1, param_2); |
| return x_129; |
| } |
| |
| lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(inout float3 viewDirectionW, inout float3 vNormal, inout float4 lightData, inout float3 diffuseColor, inout float3 specularColor, inout float3 groundColor, inout float glossiness) { |
| float ndl = 0.0f; |
| lightingInfo result = (lightingInfo)0; |
| float3 angleW = float3(0.0f, 0.0f, 0.0f); |
| float specComp = 0.0f; |
| const float3 x_212 = vNormal; |
| const float4 x_213 = lightData; |
| ndl = ((dot(x_212, float3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f); |
| const float3 x_220 = groundColor; |
| const float3 x_221 = diffuseColor; |
| const float x_222 = ndl; |
| result.diffuse = lerp(x_220, x_221, float3(x_222, x_222, x_222)); |
| const float3 x_227 = viewDirectionW; |
| const float4 x_228 = lightData; |
| angleW = normalize((x_227 + float3(x_228.x, x_228.y, x_228.z))); |
| const float3 x_233 = vNormal; |
| const float3 x_234 = angleW; |
| specComp = max(0.0f, dot(x_233, x_234)); |
| const float x_237 = specComp; |
| const float x_238 = glossiness; |
| specComp = pow(x_237, max(1.0f, x_238)); |
| const float x_241 = specComp; |
| const float3 x_242 = specularColor; |
| result.specular = (x_242 * x_241); |
| const lightingInfo x_245 = result; |
| return x_245; |
| } |
| |
| void main_1() { |
| float4 tempTextureRead = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float3 rgb = float3(0.0f, 0.0f, 0.0f); |
| float3 output5 = float3(0.0f, 0.0f, 0.0f); |
| float4 output4 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float2 uvOffset = float2(0.0f, 0.0f); |
| float normalScale = 0.0f; |
| float2 TBNUV = float2(0.0f, 0.0f); |
| float2 x_299 = float2(0.0f, 0.0f); |
| float3x3 TBN = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float3 param_3 = float3(0.0f, 0.0f, 0.0f); |
| float3 param_4 = float3(0.0f, 0.0f, 0.0f); |
| float2 param_5 = float2(0.0f, 0.0f); |
| float2 param_6 = float2(0.0f, 0.0f); |
| float3x3 invTBN = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float3x3 param_7 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float parallaxLimit = 0.0f; |
| float2 vOffsetDir = float2(0.0f, 0.0f); |
| float2 vMaxOffset = float2(0.0f, 0.0f); |
| float numSamples = 0.0f; |
| float stepSize = 0.0f; |
| float currRayHeight = 0.0f; |
| float2 vCurrOffset = float2(0.0f, 0.0f); |
| float2 vLastOffset = float2(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; |
| float2 parallaxOcclusion_0 = float2(0.0f, 0.0f); |
| float3x3 param_8 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float3 param_9 = float3(0.0f, 0.0f, 0.0f); |
| float param_10 = 0.0f; |
| float2 output6 = float2(0.0f, 0.0f); |
| float4 tempTextureRead1 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float3 rgb1 = float3(0.0f, 0.0f, 0.0f); |
| float3 viewDirectionW_1 = float3(0.0f, 0.0f, 0.0f); |
| float shadow = 0.0f; |
| float glossiness_1 = 0.0f; |
| float3 diffuseBase = float3(0.0f, 0.0f, 0.0f); |
| float3 specularBase = float3(0.0f, 0.0f, 0.0f); |
| float3 normalW = float3(0.0f, 0.0f, 0.0f); |
| lightingInfo info = (lightingInfo)0; |
| float3 param_11 = float3(0.0f, 0.0f, 0.0f); |
| float3 param_12 = float3(0.0f, 0.0f, 0.0f); |
| float4 param_13 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float3 param_14 = float3(0.0f, 0.0f, 0.0f); |
| float3 param_15 = float3(0.0f, 0.0f, 0.0f); |
| float3 param_16 = float3(0.0f, 0.0f, 0.0f); |
| float param_17 = 0.0f; |
| float3 diffuseOutput = float3(0.0f, 0.0f, 0.0f); |
| float3 specularOutput = float3(0.0f, 0.0f, 0.0f); |
| float3 output3 = float3(0.0f, 0.0f, 0.0f); |
| u_Float = 100.0f; |
| u_Color = (0.5f).xxx; |
| const float2 x_261 = vMainuv; |
| const float4 x_262 = TextureSamplerTexture.Sample(TextureSamplerSampler, x_261); |
| tempTextureRead = x_262; |
| const float4 x_264 = tempTextureRead; |
| const float x_273 = asfloat(x_269[10].x); |
| rgb = (float3(x_264.x, x_264.y, x_264.z) * x_273); |
| const float3 x_279 = asfloat(x_269[9].xyz); |
| const float4 x_282 = v_output1; |
| output5 = normalize((x_279 - float3(x_282.x, x_282.y, x_282.z))); |
| output4 = (0.0f).xxxx; |
| uvOffset = (0.0f).xx; |
| const float x_292 = asfloat(x_269[8].x); |
| normalScale = (1.0f / x_292); |
| const bool x_298 = gl_FrontFacing; |
| if (x_298) { |
| const float2 x_303 = v_uv; |
| x_299 = x_303; |
| } else { |
| const float2 x_305 = v_uv; |
| x_299 = -(x_305); |
| } |
| const float2 x_307 = x_299; |
| TBNUV = x_307; |
| const float4 x_310 = v_output2; |
| const float x_312 = normalScale; |
| param_3 = (float3(x_310.x, x_310.y, x_310.z) * x_312); |
| const float4 x_317 = v_output1; |
| param_4 = float3(x_317.x, x_317.y, x_317.z); |
| const float2 x_320 = TBNUV; |
| param_5 = x_320; |
| const float2 x_324 = asfloat(x_269[10].zw); |
| param_6 = x_324; |
| const float3x3 x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(param_3, param_4, param_5, param_6); |
| TBN = x_325; |
| const float3x3 x_328 = TBN; |
| param_7 = x_328; |
| const float3x3 x_329 = transposeMat3_mf33_(param_7); |
| invTBN = x_329; |
| const float3x3 x_331 = invTBN; |
| const float3 x_332 = output5; |
| const float3 x_334 = mul(-(x_332), x_331); |
| const float3x3 x_337 = invTBN; |
| const float3 x_338 = output5; |
| parallaxLimit = (length(float2(x_334.x, x_334.y)) / mul(-(x_338), x_337).z); |
| const float x_345 = asfloat(x_269[9].w); |
| const float x_346 = parallaxLimit; |
| parallaxLimit = (x_346 * x_345); |
| const float3x3 x_349 = invTBN; |
| const float3 x_350 = output5; |
| const float3 x_352 = mul(-(x_350), x_349); |
| vOffsetDir = normalize(float2(x_352.x, x_352.y)); |
| const float2 x_356 = vOffsetDir; |
| const float x_357 = parallaxLimit; |
| vMaxOffset = (x_356 * x_357); |
| const float3x3 x_361 = invTBN; |
| const float3 x_362 = output5; |
| const float3x3 x_365 = invTBN; |
| const float4 x_366 = v_output2; |
| numSamples = (15.0f + (dot(mul(-(x_362), x_361), mul(float3(x_366.x, x_366.y, x_366.z), x_365)) * -11.0f)); |
| const float x_374 = numSamples; |
| stepSize = (1.0f / x_374); |
| currRayHeight = 1.0f; |
| vCurrOffset = (0.0f).xx; |
| vLastOffset = (0.0f).xx; |
| lastSampledHeight = 1.0f; |
| currSampledHeight = 1.0f; |
| i = 0; |
| while (true) { |
| const int x_388 = i; |
| if ((x_388 < 15)) { |
| } else { |
| break; |
| } |
| const float2 x_394 = v_uv; |
| const float2 x_395 = vCurrOffset; |
| const float4 x_397 = (0.0f).xxxx; |
| currSampledHeight = x_397.w; |
| const float x_400 = currSampledHeight; |
| const float x_401 = currRayHeight; |
| if ((x_400 > x_401)) { |
| const float x_406 = currSampledHeight; |
| const float x_407 = currRayHeight; |
| delta1 = (x_406 - x_407); |
| const float x_410 = currRayHeight; |
| const float x_411 = stepSize; |
| const float x_413 = lastSampledHeight; |
| delta2 = ((x_410 + x_411) - x_413); |
| const float x_416 = delta1; |
| const float x_417 = delta1; |
| const float x_418 = delta2; |
| ratio = (x_416 / (x_417 + x_418)); |
| const float x_421 = ratio; |
| const float2 x_422 = vLastOffset; |
| const float x_424 = ratio; |
| const float2 x_426 = vCurrOffset; |
| vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0f - x_424))); |
| break; |
| } else { |
| const float x_431 = stepSize; |
| const float x_432 = currRayHeight; |
| currRayHeight = (x_432 - x_431); |
| const float2 x_434 = vCurrOffset; |
| vLastOffset = x_434; |
| const float x_435 = stepSize; |
| const float2 x_436 = vMaxOffset; |
| const float2 x_438 = vCurrOffset; |
| vCurrOffset = (x_438 + (x_436 * x_435)); |
| const float x_440 = currSampledHeight; |
| lastSampledHeight = x_440; |
| } |
| { |
| const int x_441 = i; |
| i = (x_441 + 1); |
| } |
| } |
| const float2 x_444 = vCurrOffset; |
| parallaxOcclusion_0 = x_444; |
| const float2 x_445 = parallaxOcclusion_0; |
| uvOffset = x_445; |
| const float2 x_449 = v_uv; |
| const float2 x_450 = uvOffset; |
| const float4 x_452 = TextureSamplerTexture.Sample(TextureSamplerSampler, (x_449 + x_450)); |
| const float x_454 = asfloat(x_269[8].x); |
| const float3x3 x_457 = TBN; |
| param_8 = x_457; |
| param_9 = float3(x_452.x, x_452.y, x_452.z); |
| param_10 = (1.0f / x_454); |
| const float3 x_461 = perturbNormal_mf33_vf3_f1_(param_8, param_9, param_10); |
| const float4 x_462 = output4; |
| output4 = float4(x_461.x, x_461.y, x_461.z, x_462.w); |
| const float2 x_465 = v_uv; |
| const float2 x_466 = uvOffset; |
| output6 = (x_465 + x_466); |
| const float2 x_474 = output6; |
| const float4 x_475 = TextureSampler1Texture.Sample(TextureSampler1Sampler, x_474); |
| tempTextureRead1 = x_475; |
| const float4 x_477 = tempTextureRead1; |
| rgb1 = float3(x_477.x, x_477.y, x_477.z); |
| const float3 x_481 = asfloat(x_269[9].xyz); |
| const float4 x_482 = v_output1; |
| viewDirectionW_1 = normalize((x_481 - float3(x_482.x, x_482.y, x_482.z))); |
| shadow = 1.0f; |
| const float x_488 = u_Float; |
| glossiness_1 = (1.0f * x_488); |
| diffuseBase = (0.0f).xxx; |
| specularBase = (0.0f).xxx; |
| const float4 x_494 = output4; |
| normalW = float3(x_494.x, x_494.y, x_494.z); |
| const float3 x_501 = viewDirectionW_1; |
| param_11 = x_501; |
| const float3 x_503 = normalW; |
| param_12 = x_503; |
| const float4 x_507 = asfloat(light0[0]); |
| param_13 = x_507; |
| const float4 x_510 = asfloat(light0[1]); |
| param_14 = float3(x_510.x, x_510.y, x_510.z); |
| const float4 x_514 = asfloat(light0[2]); |
| param_15 = float3(x_514.x, x_514.y, x_514.z); |
| const float3 x_518 = asfloat(light0[3].xyz); |
| param_16 = x_518; |
| const float x_520 = glossiness_1; |
| param_17 = x_520; |
| const 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; |
| const float3 x_523 = info.diffuse; |
| const float x_524 = shadow; |
| const float3 x_526 = diffuseBase; |
| diffuseBase = (x_526 + (x_523 * x_524)); |
| const float3 x_529 = info.specular; |
| const float x_530 = shadow; |
| const float3 x_532 = specularBase; |
| specularBase = (x_532 + (x_529 * x_530)); |
| const float3 x_535 = diffuseBase; |
| const float3 x_536 = rgb1; |
| diffuseOutput = (x_535 * x_536); |
| const float3 x_539 = specularBase; |
| const float3 x_540 = u_Color; |
| specularOutput = (x_539 * x_540); |
| const float3 x_543 = diffuseOutput; |
| const float3 x_544 = specularOutput; |
| output3 = (x_543 + x_544); |
| const float3 x_548 = output3; |
| glFragColor = float4(x_548.x, x_548.y, x_548.z, 1.0f); |
| return; |
| } |
| |
| struct main_out { |
| float4 glFragColor_1; |
| }; |
| struct tint_symbol_1 { |
| float4 v_output1_param : TEXCOORD0; |
| float2 vMainuv_param : TEXCOORD1; |
| float4 v_output2_param : TEXCOORD2; |
| float2 v_uv_param : TEXCOORD3; |
| bool gl_FrontFacing_param : SV_IsFrontFace; |
| }; |
| struct tint_symbol_2 { |
| float4 glFragColor_1 : SV_Target0; |
| }; |
| |
| main_out main_inner(float2 vMainuv_param, float4 v_output1_param, bool gl_FrontFacing_param, float2 v_uv_param, float4 v_output2_param) { |
| vMainuv = vMainuv_param; |
| v_output1 = v_output1_param; |
| gl_FrontFacing = gl_FrontFacing_param; |
| v_uv = v_uv_param; |
| v_output2 = v_output2_param; |
| main_1(); |
| const main_out tint_symbol_8 = {glFragColor}; |
| return tint_symbol_8; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const main_out inner_result = main_inner(tint_symbol.vMainuv_param, tint_symbol.v_output1_param, tint_symbol.gl_FrontFacing_param, tint_symbol.v_uv_param, tint_symbol.v_output2_param); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.glFragColor_1 = inner_result.glFragColor_1; |
| return wrapper_result; |
| } |