| struct lightingInfo { |
| diffuse : vec3<f32>; |
| specular : vec3<f32>; |
| }; |
| |
| [[block]] |
| struct LeftOver { |
| u_World : mat4x4<f32>; |
| u_ViewProjection : mat4x4<f32>; |
| u_bumpStrength : f32; |
| [[size(12)]] |
| padding : u32; |
| u_cameraPosition : vec3<f32>; |
| u_parallaxScale : f32; |
| textureInfoName : f32; |
| [[size(4)]] |
| padding_1 : u32; |
| tangentSpaceParameter0 : vec2<f32>; |
| }; |
| |
| [[block]] |
| struct Light0 { |
| vLightData : vec4<f32>; |
| vLightDiffuse : vec4<f32>; |
| vLightSpecular : vec4<f32>; |
| vLightGround : vec3<f32>; |
| [[size(4)]] |
| padding_2 : u32; |
| shadowsInfo : vec4<f32>; |
| depthValues : vec2<f32>; |
| }; |
| |
| var<private> u_Float : f32; |
| |
| var<private> u_Color : vec3<f32>; |
| |
| [[group(2), binding(1)]] var TextureSamplerTexture : texture_2d<f32>; |
| |
| [[group(2), binding(0)]] var TextureSamplerSampler : sampler; |
| |
| var<private> vMainuv : vec2<f32>; |
| |
| [[group(2), binding(6)]] var<uniform> x_269 : LeftOver; |
| |
| var<private> v_output1 : vec4<f32>; |
| |
| var<private> gl_FrontFacing : bool; |
| |
| var<private> v_uv : vec2<f32>; |
| |
| var<private> v_output2 : vec4<f32>; |
| |
| [[group(2), binding(3)]] var TextureSampler1Texture : texture_2d<f32>; |
| |
| [[group(2), binding(2)]] var TextureSampler1Sampler : sampler; |
| |
| [[group(0), binding(5)]] var<uniform> light0 : Light0; |
| |
| var<private> glFragColor : vec4<f32>; |
| |
| [[group(2), binding(4)]] var bumpSamplerSampler : sampler; |
| |
| [[group(2), binding(5)]] var bumpSamplerTexture : texture_2d<f32>; |
| |
| fn cotangent_frame_vf3_vf3_vf2_vf2_(normal_1 : ptr<function, vec3<f32>>, p : ptr<function, vec3<f32>>, uv : ptr<function, vec2<f32>>, tangentSpaceParams : ptr<function, vec2<f32>>) -> mat3x3<f32> { |
| var dp1 : vec3<f32>; |
| var dp2 : vec3<f32>; |
| var duv1 : vec2<f32>; |
| var duv2 : vec2<f32>; |
| var dp2perp : vec3<f32>; |
| var dp1perp : vec3<f32>; |
| var tangent : vec3<f32>; |
| var bitangent : vec3<f32>; |
| var invmax : f32; |
| let x_133 : vec3<f32> = *(p); |
| dp1 = dpdx(x_133); |
| let x_136 : vec3<f32> = *(p); |
| dp2 = dpdy(x_136); |
| let x_139 : vec2<f32> = *(uv); |
| duv1 = dpdx(x_139); |
| let x_142 : vec2<f32> = *(uv); |
| duv2 = dpdy(x_142); |
| let x_145 : vec3<f32> = dp2; |
| let x_146 : vec3<f32> = *(normal_1); |
| dp2perp = cross(x_145, x_146); |
| let x_149 : vec3<f32> = *(normal_1); |
| let x_150 : vec3<f32> = dp1; |
| dp1perp = cross(x_149, x_150); |
| let x_153 : vec3<f32> = dp2perp; |
| let x_155 : f32 = duv1.x; |
| let x_157 : vec3<f32> = dp1perp; |
| let x_159 : f32 = duv2.x; |
| tangent = ((x_153 * x_155) + (x_157 * x_159)); |
| let x_163 : vec3<f32> = dp2perp; |
| let x_165 : f32 = duv1.y; |
| let x_167 : vec3<f32> = dp1perp; |
| let x_169 : f32 = duv2.y; |
| bitangent = ((x_163 * x_165) + (x_167 * x_169)); |
| let x_173 : f32 = (*(tangentSpaceParams)).x; |
| let x_174 : vec3<f32> = tangent; |
| tangent = (x_174 * x_173); |
| let x_177 : f32 = (*(tangentSpaceParams)).y; |
| let x_178 : vec3<f32> = bitangent; |
| bitangent = (x_178 * x_177); |
| let x_181 : vec3<f32> = tangent; |
| let x_182 : vec3<f32> = tangent; |
| let x_184 : vec3<f32> = bitangent; |
| let x_185 : vec3<f32> = bitangent; |
| invmax = inverseSqrt(max(dot(x_181, x_182), dot(x_184, x_185))); |
| let x_189 : vec3<f32> = tangent; |
| let x_190 : f32 = invmax; |
| let x_191 : vec3<f32> = (x_189 * x_190); |
| let x_192 : vec3<f32> = bitangent; |
| let x_193 : f32 = invmax; |
| let x_194 : vec3<f32> = (x_192 * x_193); |
| let x_195 : vec3<f32> = *(normal_1); |
| return mat3x3<f32>(vec3<f32>(x_191.x, x_191.y, x_191.z), vec3<f32>(x_194.x, x_194.y, x_194.z), vec3<f32>(x_195.x, x_195.y, x_195.z)); |
| } |
| |
| fn transposeMat3_mf33_(inMatrix : ptr<function, mat3x3<f32>>) -> mat3x3<f32> { |
| var i0 : vec3<f32>; |
| var i1 : vec3<f32>; |
| var i2 : vec3<f32>; |
| var outMatrix : mat3x3<f32>; |
| let x_60 : vec3<f32> = (*(inMatrix))[0]; |
| i0 = x_60; |
| let x_64 : vec3<f32> = (*(inMatrix))[1]; |
| i1 = x_64; |
| let x_68 : vec3<f32> = (*(inMatrix))[2]; |
| i2 = x_68; |
| let x_73 : f32 = i0.x; |
| let x_75 : f32 = i1.x; |
| let x_77 : f32 = i2.x; |
| let x_78 : vec3<f32> = vec3<f32>(x_73, x_75, x_77); |
| let x_81 : f32 = i0.y; |
| let x_83 : f32 = i1.y; |
| let x_85 : f32 = i2.y; |
| let x_86 : vec3<f32> = vec3<f32>(x_81, x_83, x_85); |
| let x_89 : f32 = i0.z; |
| let x_91 : f32 = i1.z; |
| let x_93 : f32 = i2.z; |
| let x_94 : vec3<f32> = vec3<f32>(x_89, x_91, x_93); |
| outMatrix = mat3x3<f32>(vec3<f32>(x_78.x, x_78.y, x_78.z), vec3<f32>(x_86.x, x_86.y, x_86.z), vec3<f32>(x_94.x, x_94.y, x_94.z)); |
| let x_110 : mat3x3<f32> = outMatrix; |
| return x_110; |
| } |
| |
| fn perturbNormalBase_mf33_vf3_f1_(cotangentFrame : ptr<function, mat3x3<f32>>, normal : ptr<function, vec3<f32>>, scale : ptr<function, f32>) -> vec3<f32> { |
| let x_113 : mat3x3<f32> = *(cotangentFrame); |
| let x_114 : vec3<f32> = *(normal); |
| return normalize((x_113 * x_114)); |
| } |
| |
| fn perturbNormal_mf33_vf3_f1_(cotangentFrame_1 : ptr<function, mat3x3<f32>>, textureSample : ptr<function, vec3<f32>>, scale_1 : ptr<function, f32>) -> vec3<f32> { |
| var param : mat3x3<f32>; |
| var param_1 : vec3<f32>; |
| var param_2 : f32; |
| let x_119 : vec3<f32> = *(textureSample); |
| let x_125 : mat3x3<f32> = *(cotangentFrame_1); |
| param = x_125; |
| param_1 = ((x_119 * 2.0) - vec3<f32>(1.0, 1.0, 1.0)); |
| let x_128 : f32 = *(scale_1); |
| param_2 = x_128; |
| let x_129 : vec3<f32> = perturbNormalBase_mf33_vf3_f1_(&(param), &(param_1), &(param_2)); |
| return x_129; |
| } |
| |
| fn computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(viewDirectionW : ptr<function, vec3<f32>>, vNormal : ptr<function, vec3<f32>>, lightData : ptr<function, vec4<f32>>, diffuseColor : ptr<function, vec3<f32>>, specularColor : ptr<function, vec3<f32>>, groundColor : ptr<function, vec3<f32>>, glossiness : ptr<function, f32>) -> lightingInfo { |
| var ndl : f32; |
| var result : lightingInfo; |
| var angleW : vec3<f32>; |
| var specComp : f32; |
| let x_212 : vec3<f32> = *(vNormal); |
| let x_213 : vec4<f32> = *(lightData); |
| ndl = ((dot(x_212, vec3<f32>(x_213.x, x_213.y, x_213.z)) * 0.5) + 0.5); |
| let x_220 : vec3<f32> = *(groundColor); |
| let x_221 : vec3<f32> = *(diffuseColor); |
| let x_222 : f32 = ndl; |
| result.diffuse = mix(x_220, x_221, vec3<f32>(x_222, x_222, x_222)); |
| let x_227 : vec3<f32> = *(viewDirectionW); |
| let x_228 : vec4<f32> = *(lightData); |
| angleW = normalize((x_227 + vec3<f32>(x_228.x, x_228.y, x_228.z))); |
| let x_233 : vec3<f32> = *(vNormal); |
| let x_234 : vec3<f32> = angleW; |
| specComp = max(0.0, dot(x_233, x_234)); |
| let x_237 : f32 = specComp; |
| let x_238 : f32 = *(glossiness); |
| specComp = pow(x_237, max(1.0, x_238)); |
| let x_241 : f32 = specComp; |
| let x_242 : vec3<f32> = *(specularColor); |
| result.specular = (x_242 * x_241); |
| let x_245 : lightingInfo = result; |
| return x_245; |
| } |
| |
| fn main_1() { |
| var tempTextureRead : vec4<f32>; |
| var rgb : vec3<f32>; |
| var output5 : vec3<f32>; |
| var output4 : vec4<f32>; |
| var uvOffset : vec2<f32>; |
| var normalScale : f32; |
| var TBNUV : vec2<f32>; |
| var x_299 : vec2<f32>; |
| var TBN : mat3x3<f32>; |
| var param_3 : vec3<f32>; |
| var param_4 : vec3<f32>; |
| var param_5 : vec2<f32>; |
| var param_6 : vec2<f32>; |
| var invTBN : mat3x3<f32>; |
| var param_7 : mat3x3<f32>; |
| var parallaxLimit : f32; |
| var vOffsetDir : vec2<f32>; |
| var vMaxOffset : vec2<f32>; |
| var numSamples : f32; |
| var stepSize : f32; |
| var currRayHeight : f32; |
| var vCurrOffset : vec2<f32>; |
| var vLastOffset : vec2<f32>; |
| var lastSampledHeight : f32; |
| var currSampledHeight : f32; |
| var i : i32; |
| var delta1 : f32; |
| var delta2 : f32; |
| var ratio : f32; |
| var parallaxOcclusion_0 : vec2<f32>; |
| var param_8 : mat3x3<f32>; |
| var param_9 : vec3<f32>; |
| var param_10 : f32; |
| var output6 : vec2<f32>; |
| var tempTextureRead1 : vec4<f32>; |
| var rgb1 : vec3<f32>; |
| var viewDirectionW_1 : vec3<f32>; |
| var shadow : f32; |
| var glossiness_1 : f32; |
| var diffuseBase : vec3<f32>; |
| var specularBase : vec3<f32>; |
| var normalW : vec3<f32>; |
| var info : lightingInfo; |
| var param_11 : vec3<f32>; |
| var param_12 : vec3<f32>; |
| var param_13 : vec4<f32>; |
| var param_14 : vec3<f32>; |
| var param_15 : vec3<f32>; |
| var param_16 : vec3<f32>; |
| var param_17 : f32; |
| var diffuseOutput : vec3<f32>; |
| var specularOutput : vec3<f32>; |
| var output3 : vec3<f32>; |
| u_Float = 100.0; |
| u_Color = vec3<f32>(0.5, 0.5, 0.5); |
| let x_261 : vec2<f32> = vMainuv; |
| let x_262 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, x_261); |
| tempTextureRead = x_262; |
| let x_264 : vec4<f32> = tempTextureRead; |
| let x_273 : f32 = x_269.textureInfoName; |
| rgb = (vec3<f32>(x_264.x, x_264.y, x_264.z) * x_273); |
| let x_279 : vec3<f32> = x_269.u_cameraPosition; |
| let x_282 : vec4<f32> = v_output1; |
| output5 = normalize((x_279 - vec3<f32>(x_282.x, x_282.y, x_282.z))); |
| output4 = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| uvOffset = vec2<f32>(0.0, 0.0); |
| let x_292 : f32 = x_269.u_bumpStrength; |
| normalScale = (1.0 / x_292); |
| let x_298 : bool = gl_FrontFacing; |
| if (x_298) { |
| let x_303 : vec2<f32> = v_uv; |
| x_299 = x_303; |
| } else { |
| let x_305 : vec2<f32> = v_uv; |
| x_299 = -(x_305); |
| } |
| let x_307 : vec2<f32> = x_299; |
| TBNUV = x_307; |
| let x_310 : vec4<f32> = v_output2; |
| let x_312 : f32 = normalScale; |
| param_3 = (vec3<f32>(x_310.x, x_310.y, x_310.z) * x_312); |
| let x_317 : vec4<f32> = v_output1; |
| param_4 = vec3<f32>(x_317.x, x_317.y, x_317.z); |
| let x_320 : vec2<f32> = TBNUV; |
| param_5 = x_320; |
| let x_324 : vec2<f32> = x_269.tangentSpaceParameter0; |
| param_6 = x_324; |
| let x_325 : mat3x3<f32> = cotangent_frame_vf3_vf3_vf2_vf2_(&(param_3), &(param_4), &(param_5), &(param_6)); |
| TBN = x_325; |
| let x_328 : mat3x3<f32> = TBN; |
| param_7 = x_328; |
| let x_329 : mat3x3<f32> = transposeMat3_mf33_(&(param_7)); |
| invTBN = x_329; |
| let x_331 : mat3x3<f32> = invTBN; |
| let x_332 : vec3<f32> = output5; |
| let x_334 : vec3<f32> = (x_331 * -(x_332)); |
| let x_337 : mat3x3<f32> = invTBN; |
| let x_338 : vec3<f32> = output5; |
| parallaxLimit = (length(vec2<f32>(x_334.x, x_334.y)) / ((x_337 * -(x_338))).z); |
| let x_345 : f32 = x_269.u_parallaxScale; |
| let x_346 : f32 = parallaxLimit; |
| parallaxLimit = (x_346 * x_345); |
| let x_349 : mat3x3<f32> = invTBN; |
| let x_350 : vec3<f32> = output5; |
| let x_352 : vec3<f32> = (x_349 * -(x_350)); |
| vOffsetDir = normalize(vec2<f32>(x_352.x, x_352.y)); |
| let x_356 : vec2<f32> = vOffsetDir; |
| let x_357 : f32 = parallaxLimit; |
| vMaxOffset = (x_356 * x_357); |
| let x_361 : mat3x3<f32> = invTBN; |
| let x_362 : vec3<f32> = output5; |
| let x_365 : mat3x3<f32> = invTBN; |
| let x_366 : vec4<f32> = v_output2; |
| numSamples = (15.0 + (dot((x_361 * -(x_362)), (x_365 * vec3<f32>(x_366.x, x_366.y, x_366.z))) * -11.0)); |
| let x_374 : f32 = numSamples; |
| stepSize = (1.0 / x_374); |
| currRayHeight = 1.0; |
| vCurrOffset = vec2<f32>(0.0, 0.0); |
| vLastOffset = vec2<f32>(0.0, 0.0); |
| lastSampledHeight = 1.0; |
| currSampledHeight = 1.0; |
| i = 0; |
| loop { |
| let x_388 : i32 = i; |
| if ((x_388 < 15)) { |
| } else { |
| break; |
| } |
| let x_394 : vec2<f32> = v_uv; |
| let x_395 : vec2<f32> = vCurrOffset; |
| let x_397 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_394 + x_395)); |
| currSampledHeight = x_397.w; |
| let x_400 : f32 = currSampledHeight; |
| let x_401 : f32 = currRayHeight; |
| if ((x_400 > x_401)) { |
| let x_406 : f32 = currSampledHeight; |
| let x_407 : f32 = currRayHeight; |
| delta1 = (x_406 - x_407); |
| let x_410 : f32 = currRayHeight; |
| let x_411 : f32 = stepSize; |
| let x_413 : f32 = lastSampledHeight; |
| delta2 = ((x_410 + x_411) - x_413); |
| let x_416 : f32 = delta1; |
| let x_417 : f32 = delta1; |
| let x_418 : f32 = delta2; |
| ratio = (x_416 / (x_417 + x_418)); |
| let x_421 : f32 = ratio; |
| let x_422 : vec2<f32> = vLastOffset; |
| let x_424 : f32 = ratio; |
| let x_426 : vec2<f32> = vCurrOffset; |
| vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0 - x_424))); |
| break; |
| } else { |
| let x_431 : f32 = stepSize; |
| let x_432 : f32 = currRayHeight; |
| currRayHeight = (x_432 - x_431); |
| let x_434 : vec2<f32> = vCurrOffset; |
| vLastOffset = x_434; |
| let x_435 : f32 = stepSize; |
| let x_436 : vec2<f32> = vMaxOffset; |
| let x_438 : vec2<f32> = vCurrOffset; |
| vCurrOffset = (x_438 + (x_436 * x_435)); |
| let x_440 : f32 = currSampledHeight; |
| lastSampledHeight = x_440; |
| } |
| |
| continuing { |
| let x_441 : i32 = i; |
| i = (x_441 + 1); |
| } |
| } |
| let x_444 : vec2<f32> = vCurrOffset; |
| parallaxOcclusion_0 = x_444; |
| let x_445 : vec2<f32> = parallaxOcclusion_0; |
| uvOffset = x_445; |
| let x_449 : vec2<f32> = v_uv; |
| let x_450 : vec2<f32> = uvOffset; |
| let x_452 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_449 + x_450)); |
| let x_454 : f32 = x_269.u_bumpStrength; |
| let x_457 : mat3x3<f32> = TBN; |
| param_8 = x_457; |
| param_9 = vec3<f32>(x_452.x, x_452.y, x_452.z); |
| param_10 = (1.0 / x_454); |
| let x_461 : vec3<f32> = perturbNormal_mf33_vf3_f1_(&(param_8), &(param_9), &(param_10)); |
| let x_462 : vec4<f32> = output4; |
| output4 = vec4<f32>(x_461.x, x_461.y, x_461.z, x_462.w); |
| let x_465 : vec2<f32> = v_uv; |
| let x_466 : vec2<f32> = uvOffset; |
| output6 = (x_465 + x_466); |
| let x_474 : vec2<f32> = output6; |
| let x_475 : vec4<f32> = textureSample(TextureSampler1Texture, TextureSampler1Sampler, x_474); |
| tempTextureRead1 = x_475; |
| let x_477 : vec4<f32> = tempTextureRead1; |
| rgb1 = vec3<f32>(x_477.x, x_477.y, x_477.z); |
| let x_481 : vec3<f32> = x_269.u_cameraPosition; |
| let x_482 : vec4<f32> = v_output1; |
| viewDirectionW_1 = normalize((x_481 - vec3<f32>(x_482.x, x_482.y, x_482.z))); |
| shadow = 1.0; |
| let x_488 : f32 = u_Float; |
| glossiness_1 = (1.0 * x_488); |
| diffuseBase = vec3<f32>(0.0, 0.0, 0.0); |
| specularBase = vec3<f32>(0.0, 0.0, 0.0); |
| let x_494 : vec4<f32> = output4; |
| normalW = vec3<f32>(x_494.x, x_494.y, x_494.z); |
| let x_501 : vec3<f32> = viewDirectionW_1; |
| param_11 = x_501; |
| let x_503 : vec3<f32> = normalW; |
| param_12 = x_503; |
| let x_507 : vec4<f32> = light0.vLightData; |
| param_13 = x_507; |
| let x_510 : vec4<f32> = light0.vLightDiffuse; |
| param_14 = vec3<f32>(x_510.x, x_510.y, x_510.z); |
| let x_514 : vec4<f32> = light0.vLightSpecular; |
| param_15 = vec3<f32>(x_514.x, x_514.y, x_514.z); |
| let x_518 : vec3<f32> = light0.vLightGround; |
| param_16 = x_518; |
| let x_520 : f32 = glossiness_1; |
| param_17 = x_520; |
| let x_521 : lightingInfo = 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 = 1.0; |
| let x_523 : vec3<f32> = info.diffuse; |
| let x_524 : f32 = shadow; |
| let x_526 : vec3<f32> = diffuseBase; |
| diffuseBase = (x_526 + (x_523 * x_524)); |
| let x_529 : vec3<f32> = info.specular; |
| let x_530 : f32 = shadow; |
| let x_532 : vec3<f32> = specularBase; |
| specularBase = (x_532 + (x_529 * x_530)); |
| let x_535 : vec3<f32> = diffuseBase; |
| let x_536 : vec3<f32> = rgb1; |
| diffuseOutput = (x_535 * x_536); |
| let x_539 : vec3<f32> = specularBase; |
| let x_540 : vec3<f32> = u_Color; |
| specularOutput = (x_539 * x_540); |
| let x_543 : vec3<f32> = diffuseOutput; |
| let x_544 : vec3<f32> = specularOutput; |
| output3 = (x_543 + x_544); |
| let x_548 : vec3<f32> = output3; |
| glFragColor = vec4<f32>(x_548.x, x_548.y, x_548.z, 1.0); |
| return; |
| } |
| |
| struct main_out { |
| [[location(0)]] |
| glFragColor_1 : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main([[location(1)]] vMainuv_param : vec2<f32>, [[location(0)]] v_output1_param : vec4<f32>, [[builtin(front_facing)]] gl_FrontFacing_param : bool, [[location(3)]] v_uv_param : vec2<f32>, [[location(2)]] v_output2_param : vec4<f32>) -> main_out { |
| 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(); |
| return main_out(glFragColor); |
| } |