blob: 516d43d3a93e7ef21190999cabf72abe5c97d7e9 [file] [log] [blame]
struct main_out {
float4 glFragColor_1;
};
struct main_outputs {
float4 main_out_glFragColor_1 : SV_Target0;
};
struct main_inputs {
float fClipDistance3_param : TEXCOORD2;
float fClipDistance4_param : TEXCOORD3;
};
static float fClipDistance3 = 0.0f;
static float fClipDistance4 = 0.0f;
cbuffer cbuffer_x_29 : register(b0) {
uint4 x_29[1];
};
cbuffer cbuffer_x_49 : register(b1) {
uint4 x_49[3];
};
cbuffer cbuffer_x_137 : register(b2) {
uint4 x_137[1];
};
static float4 glFragColor = (0.0f).xxxx;
static bool continue_execution = true;
void main_1() {
float3 viewDirectionW = (0.0f).xxx;
float4 baseColor = (0.0f).xxxx;
float3 diffuseColor = (0.0f).xxx;
float alpha = 0.0f;
float3 normalW = (0.0f).xxx;
float2 uvOffset = (0.0f).xx;
float3 baseAmbientColor = (0.0f).xxx;
float glossiness = 0.0f;
float3 diffuseBase = (0.0f).xxx;
float shadow = 0.0f;
float4 refractionColor = (0.0f).xxxx;
float4 reflectionColor = (0.0f).xxxx;
float3 emissiveColor = (0.0f).xxx;
float3 finalDiffuse = (0.0f).xxx;
float3 finalSpecular = (0.0f).xxx;
float4 color = (0.0f).xxxx;
float x_9 = fClipDistance3;
if ((x_9 > 0.0f)) {
continue_execution = false;
}
float x_17 = fClipDistance4;
if ((x_17 > 0.0f)) {
continue_execution = false;
}
float4 x_34 = asfloat(x_29[0u]);
float3 x_38 = (0.0f).xxx;
viewDirectionW = normalize((float3(x_34[0u], x_34[1u], x_34[2u]) - x_38));
baseColor = (1.0f).xxxx;
float4 x_52 = asfloat(x_49[0u]);
diffuseColor = float3(x_52[0u], x_52[1u], x_52[2u]);
float x_60 = asfloat(x_49[0u].w);
alpha = x_60;
float3 x_62 = (0.0f).xxx;
float3 x_64 = (0.0f).xxx;
uvOffset = (0.0f).xx;
float4 x_74 = (0.0f).xxxx;
float4 x_76 = baseColor;
float3 v = float3(x_76[0u], x_76[1u], x_76[2u]);
float3 x_78 = (v * float3(x_74[0u], x_74[1u], x_74[2u]));
float4 x_79 = baseColor;
baseColor = float4(x_78[0u], x_78[1u], x_78[2u], x_79[3u]);
baseAmbientColor = (1.0f).xxx;
glossiness = 0.0f;
diffuseBase = (0.0f).xxx;
shadow = 1.0f;
refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
float3 x_94 = asfloat(x_49[2u].xyz);
emissiveColor = x_94;
float3 x_96 = diffuseBase;
float3 x_97 = diffuseColor;
float3 x_99 = emissiveColor;
float3 x_103 = asfloat(x_49[1u].xyz);
float4 x_108 = baseColor;
float3 v_1 = clamp((((x_96 * x_97) + x_99) + x_103), (0.0f).xxx, (1.0f).xxx);
finalDiffuse = (v_1 * float3(x_108[0u], x_108[1u], x_108[2u]));
finalSpecular = (0.0f).xxx;
float3 x_113 = finalDiffuse;
float3 x_114 = baseAmbientColor;
float3 x_116 = finalSpecular;
float4 x_118 = reflectionColor;
float4 x_121 = refractionColor;
float3 v_2 = (((x_113 * x_114) + x_116) + float3(x_118[0u], x_118[1u], x_118[2u]));
float3 x_123 = (v_2 + float3(x_121[0u], x_121[1u], x_121[2u]));
float x_124 = alpha;
color = float4(x_123[0u], x_123[1u], x_123[2u], x_124);
float4 x_129 = color;
float3 x_132 = max(float3(x_129[0u], x_129[1u], x_129[2u]), (0.0f).xxx);
float4 x_133 = color;
color = float4(x_132[0u], x_132[1u], x_132[2u], x_133[3u]);
float x_140 = asfloat(x_137[0u].x);
float x_142 = color.w;
color[3u] = (x_142 * x_140);
float4 x_147 = color;
glFragColor = x_147;
}
main_out main_inner(float fClipDistance3_param, float fClipDistance4_param) {
fClipDistance3 = fClipDistance3_param;
fClipDistance4 = fClipDistance4_param;
main_1();
main_out v_3 = {glFragColor};
return v_3;
}
main_outputs main(main_inputs inputs) {
main_out v_4 = main_inner(inputs.fClipDistance3_param, inputs.fClipDistance4_param);
main_outputs v_5 = {v_4.glFragColor_1};
if (!(continue_execution)) {
discard;
}
main_outputs v_6 = v_5;
return v_6;
}