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  1. #version 310 es
  2.  
  3. layout(set = 0, binding = 1, std140) uniform Primitive
  4. {
  5.     mat4 Primitive_LocalToWorld;
  6.     mat4 Primitive_WorldToLocal;
  7.     vec4 Primitive_ObjectWorldPositionAndRadius;
  8.     vec3 Primitive_ObjectBounds;
  9.     float Primitive_LocalToWorldDeterminantSign;
  10.     vec3 Primitive_ActorWorldPosition;
  11.     float Primitive_DecalReceiverMask;
  12.     float Primitive_PerObjectGBufferData;
  13.     float Primitive_UseSingleSampleShadowFromStationaryLights;
  14.     float Primitive_UseVolumetricLightmapShadowFromStationaryLights;
  15.     float Primitive_UseEditorDepthTest;
  16.     vec4 Primitive_ObjectOrientation;
  17.     vec4 Primitive_NonUniformScale;
  18.     vec4 Primitive_InvNonUniformScale;
  19.     vec3 Primitive_LocalObjectBoundsMin;
  20.     float PrePadding_Primitive_252;
  21.     vec3 Primitive_LocalObjectBoundsMax;
  22.     uint Primitive_LightingChannelMask;
  23.     float Primitive_LpvBiasMultiplier;
  24. } _37;
  25.  
  26. layout(set = 0, binding = 0, std140) uniform View
  27. {
  28.     mat4 View_TranslatedWorldToClip;
  29.     mat4 View_WorldToClip;
  30.     mat4 View_TranslatedWorldToView;
  31.     mat4 View_ViewToTranslatedWorld;
  32.     mat4 View_TranslatedWorldToCameraView;
  33.     mat4 View_CameraViewToTranslatedWorld;
  34.     mat4 View_ViewToClip;
  35.     mat4 View_ViewToClipNoAA;
  36.     mat4 View_ClipToView;
  37.     mat4 View_ClipToTranslatedWorld;
  38.     mat4 View_SVPositionToTranslatedWorld;
  39.     mat4 View_ScreenToWorld;
  40.     mat4 View_ScreenToTranslatedWorld;
  41.     vec3 View_ViewForward;
  42.     float PrePadding_View_844;
  43.     vec3 View_ViewUp;
  44.     float PrePadding_View_860;
  45.     vec3 View_ViewRight;
  46.     float PrePadding_View_876;
  47.     vec3 View_HMDViewNoRollUp;
  48.     float PrePadding_View_892;
  49.     vec3 View_HMDViewNoRollRight;
  50.     float PrePadding_View_908;
  51.     vec4 View_InvDeviceZToWorldZTransform;
  52.     vec4 View_ScreenPositionScaleBias;
  53.     vec3 View_WorldCameraOrigin;
  54.     float PrePadding_View_956;
  55.     vec3 View_TranslatedWorldCameraOrigin;
  56.     float PrePadding_View_972;
  57.     vec3 View_WorldViewOrigin;
  58.     float PrePadding_View_988;
  59.     vec3 View_PreViewTranslation;
  60.     float PrePadding_View_1004;
  61.     mat4 View_PrevProjection;
  62.     mat4 View_PrevViewProj;
  63.     mat4 View_PrevViewRotationProj;
  64.     mat4 View_PrevViewToClip;
  65.     mat4 View_PrevClipToView;
  66.     mat4 View_PrevTranslatedWorldToClip;
  67.     mat4 View_PrevTranslatedWorldToView;
  68.     mat4 View_PrevViewToTranslatedWorld;
  69.     mat4 View_PrevTranslatedWorldToCameraView;
  70.     mat4 View_PrevCameraViewToTranslatedWorld;
  71.     vec3 View_PrevWorldCameraOrigin;
  72.     float PrePadding_View_1660;
  73.     vec3 View_PrevWorldViewOrigin;
  74.     float PrePadding_View_1676;
  75.     vec3 View_PrevPreViewTranslation;
  76.     float PrePadding_View_1692;
  77.     mat4 View_PrevInvViewProj;
  78.     mat4 View_PrevScreenToTranslatedWorld;
  79.     mat4 View_ClipToPrevClip;
  80.     vec4 View_TemporalAAJitter;
  81.     vec4 View_GlobalClippingPlane;
  82.     vec2 View_FieldOfViewWideAngles;
  83.     vec2 View_PrevFieldOfViewWideAngles;
  84.     vec4 View_ViewRectMin;
  85.     vec4 View_ViewSizeAndInvSize;
  86.     vec4 View_BufferSizeAndInvSize;
  87.     vec4 View_BufferBilinearUVMinMax;
  88.     int View_NumSceneColorMSAASamples;
  89.     float View_PreExposure;
  90.     float View_OneOverPreExposure;
  91.     float PrePadding_View_2012;
  92.     vec4 View_DiffuseOverrideParameter;
  93.     vec4 View_SpecularOverrideParameter;
  94.     vec4 View_NormalOverrideParameter;
  95.     vec2 View_RoughnessOverrideParameter;
  96.     float View_PrevFrameGameTime;
  97.     float View_PrevFrameRealTime;
  98.     float View_OutOfBoundsMask;
  99.     float PrePadding_View_2084;
  100.     float PrePadding_View_2088;
  101.     float PrePadding_View_2092;
  102.     vec3 View_WorldCameraMovementSinceLastFrame;
  103.     float View_CullingSign;
  104.     float View_NearPlane;
  105.     float View_AdaptiveTessellationFactor;
  106.     float View_GameTime;
  107.     float View_RealTime;
  108.     float View_MaterialTextureMipBias;
  109.     float View_MaterialTextureDerivativeMultiply;
  110.     uint View_Random;
  111.     uint View_FrameNumber;
  112.     uint View_StateFrameIndexMod8;
  113.     float View_CameraCut;
  114.     float View_UnlitViewmodeMask;
  115.     float PrePadding_View_2156;
  116.     vec4 View_DirectionalLightColor;
  117.     vec3 View_DirectionalLightDirection;
  118.     float PrePadding_View_2188;
  119.     vec4 View_TranslucencyLightingVolumeMin[2];
  120.     vec4 View_TranslucencyLightingVolumeInvSize[2];
  121.     vec4 View_TemporalAAParams;
  122.     vec4 View_CircleDOFParams;
  123.     float View_DepthOfFieldSensorWidth;
  124.     float View_DepthOfFieldFocalDistance;
  125.     float View_DepthOfFieldScale;
  126.     float View_DepthOfFieldFocalLength;
  127.     float View_DepthOfFieldFocalRegion;
  128.     float View_DepthOfFieldNearTransitionRegion;
  129.     float View_DepthOfFieldFarTransitionRegion;
  130.     float View_MotionBlurNormalizedToPixel;
  131.     float View_bSubsurfacePostprocessEnabled;
  132.     float View_GeneralPurposeTweak;
  133.     float View_DemosaicVposOffset;
  134.     float PrePadding_View_2332;
  135.     vec3 View_IndirectLightingColorScale;
  136.     float View_HDR32bppEncodingMode;
  137.     vec3 View_AtmosphericFogSunDirection;
  138.     float View_AtmosphericFogSunPower;
  139.     float View_AtmosphericFogPower;
  140.     float View_AtmosphericFogDensityScale;
  141.     float View_AtmosphericFogDensityOffset;
  142.     float View_AtmosphericFogGroundOffset;
  143.     float View_AtmosphericFogDistanceScale;
  144.     float View_AtmosphericFogAltitudeScale;
  145.     float View_AtmosphericFogHeightScaleRayleigh;
  146.     float View_AtmosphericFogStartDistance;
  147.     float View_AtmosphericFogDistanceOffset;
  148.     float View_AtmosphericFogSunDiscScale;
  149.     uint View_AtmosphericFogRenderMask;
  150.     uint View_AtmosphericFogInscatterAltitudeSampleNum;
  151.     vec4 View_AtmosphericFogSunColor;
  152.     vec3 View_NormalCurvatureToRoughnessScaleBias;
  153.     float View_RenderingReflectionCaptureMask;
  154.     vec4 View_AmbientCubemapTint;
  155.     float View_AmbientCubemapIntensity;
  156.     float View_SkyLightParameters;
  157.     float PrePadding_View_2472;
  158.     float PrePadding_View_2476;
  159.     vec4 View_SkyLightColor;
  160.     vec4 View_SkyIrradianceEnvironmentMap[7];
  161.     float View_MobilePreviewMode;
  162.     float View_HMDEyePaddingOffset;
  163.     float View_ReflectionCubemapMaxMip;
  164.     float View_ShowDecalsMask;
  165.     uint View_DistanceFieldAOSpecularOcclusionMode;
  166.     float View_IndirectCapsuleSelfShadowingIntensity;
  167.     float PrePadding_View_2632;
  168.     float PrePadding_View_2636;
  169.     vec3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
  170.     int View_StereoPassIndex;
  171.     vec4 View_GlobalVolumeCenterAndExtent[4];
  172.     vec4 View_GlobalVolumeWorldToUVAddAndMul[4];
  173.     float View_GlobalVolumeDimension;
  174.     float View_GlobalVolumeTexelSize;
  175.     float View_MaxGlobalDistance;
  176.     float View_bCheckerboardSubsurfaceProfileRendering;
  177.     vec3 View_VolumetricFogInvGridSize;
  178.     float PrePadding_View_2812;
  179.     vec3 View_VolumetricFogGridZParams;
  180.     float PrePadding_View_2828;
  181.     vec2 View_VolumetricFogSVPosToVolumeUV;
  182.     float View_VolumetricFogMaxDistance;
  183.     float PrePadding_View_2844;
  184.     vec3 View_VolumetricLightmapWorldToUVScale;
  185.     float PrePadding_View_2860;
  186.     vec3 View_VolumetricLightmapWorldToUVAdd;
  187.     float PrePadding_View_2876;
  188.     vec3 View_VolumetricLightmapIndirectionTextureSize;
  189.     float View_VolumetricLightmapBrickSize;
  190.     vec3 View_VolumetricLightmapBrickTexelSize;
  191.     float View_StereoIPD;
  192. } _119;
  193.  
  194. layout(set = 0, binding = 2, std140) uniform PrecomputedLightingBuffer
  195. {
  196.     vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAdd;
  197.     float PrePadding_PrecomputedLightingBuffer_12;
  198.     vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScale;
  199.     float PrePadding_PrecomputedLightingBuffer_28;
  200.     vec3 PrecomputedLightingBuffer_IndirectLightingCacheMinUV;
  201.     float PrePadding_PrecomputedLightingBuffer_44;
  202.     vec3 PrecomputedLightingBuffer_IndirectLightingCacheMaxUV;
  203.     float PrePadding_PrecomputedLightingBuffer_60;
  204.     vec4 PrecomputedLightingBuffer_PointSkyBentNormal;
  205.     float PrecomputedLightingBuffer_DirectionalLightShadowing;
  206.     float PrePadding_PrecomputedLightingBuffer_84;
  207.     float PrePadding_PrecomputedLightingBuffer_88;
  208.     float PrePadding_PrecomputedLightingBuffer_92;
  209.     vec4 PrecomputedLightingBuffer_StaticShadowMapMasks;
  210.     vec4 PrecomputedLightingBuffer_InvUniformPenumbraSizes;
  211.     vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients0[3];
  212.     vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients1[3];
  213.     vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients2;
  214.     vec4 PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficient;
  215.     vec4 PrecomputedLightingBuffer_LightMapCoordinateScaleBias;
  216.     vec4 PrecomputedLightingBuffer_ShadowMapCoordinateScaleBias;
  217.     vec4 PrecomputedLightingBuffer_LightMapScale[2];
  218.     vec4 PrecomputedLightingBuffer_LightMapAdd[2];
  219. } _188;
  220.  
  221. layout(location = 2) in vec4 in_ATTRIBUTE2;
  222. layout(location = 1) in vec3 in_ATTRIBUTE1;
  223. layout(location = 0) in vec4 in_ATTRIBUTE0;
  224. layout(location = 4) in vec2 in_ATTRIBUTE4;
  225. layout(location = 15) in vec2 in_ATTRIBUTE15;
  226. layout(location = 0) out vec4 out_TEXCOORD10;
  227. layout(location = 1) out vec4 out_TEXCOORD11;
  228. layout(location = 2) out vec4 out_TEXCOORD0;
  229. layout(location = 3) out vec4 out_TEXCOORD4;
  230. layout(location = 4) out vec4 out_TEXCOORD8;
  231.  
  232. void main()
  233. {
  234.     vec3 v3 = cross(cross(in_ATTRIBUTE2.xyz, in_ATTRIBUTE1) * in_ATTRIBUTE2.www, in_ATTRIBUTE2.xyz) * in_ATTRIBUTE2.www;
  235.     mat3 m5;
  236.     m5[0] = _37.Primitive_LocalToWorld[0].xyz;
  237.     m5[1] = _37.Primitive_LocalToWorld[1].xyz;
  238.     m5[2] = _37.Primitive_LocalToWorld[2].xyz;
  239.     mat3 m4 = m5;
  240.     m4[0] = m5[0] * _37.Primitive_InvNonUniformScale.xxx;
  241.     m4[1] *= _37.Primitive_InvNonUniformScale.yyy;
  242.     m4[2] *= _37.Primitive_InvNonUniformScale.zzz;
  243.     vec4 v6;
  244.     v6.w = 1.0;
  245.     vec3 _125 = (((_37.Primitive_LocalToWorld[0].xyz * in_ATTRIBUTE0.xxx) + (_37.Primitive_LocalToWorld[1].xyz * in_ATTRIBUTE0.yyy)) + (_37.Primitive_LocalToWorld[2].xyz * in_ATTRIBUTE0.zzz)) + (_37.Primitive_LocalToWorld[3].xyz + _119.View_PreViewTranslation);
  246.     v6 = vec4(_125.x, _125.y, _125.z, v6.w);
  247.     vec4 v2 = v6;
  248.     vec2 t7[1];
  249.     t7[0] = vec2(0.0);
  250.     t7[0] = in_ATTRIBUTE4;
  251.     v2 = vec4(v6.xyz.x, v6.xyz.y, v6.xyz.z, v2.w);
  252.     vec4 v8 = _119.View_TranslatedWorldToClip[3] + ((_119.View_TranslatedWorldToClip[2] * v2.zzzz) + ((_119.View_TranslatedWorldToClip[1] * v2.yyyy) + (_119.View_TranslatedWorldToClip[0] * v2.xxxx)));
  253.     vec4 v1 = v2;
  254.     vec4 t9[1];
  255.     t9[0] = vec4(0.0);
  256.     t9[0] = vec4(t7[0].x, t7[0].y, t9[0].z, t9[0].w);
  257.     vec4 v10 = vec4(0.0);
  258.     vec2 _197 = (in_ATTRIBUTE15 * _188.PrecomputedLightingBuffer_LightMapCoordinateScaleBias.xy) + _188.PrecomputedLightingBuffer_LightMapCoordinateScaleBias.zw;
  259.     v10 = vec4(_197.x, _197.y, v10.z, v10.w);
  260.     v10 = vec4(v10.x, v10.y, vec2(0.0).x, vec2(0.0).y);
  261.     vec4 v11;
  262.     v11.w = 0.0;
  263.     vec3 _220 = (v3.zzz * m4[2]) + ((v3.yyy * m4[1]) + (v3.xxx * m4[0]));
  264.     v11 = vec4(_220.x, _220.y, _220.z, v11.w);
  265.     vec3 _240 = (in_ATTRIBUTE2.zzz * m4[2]) + ((in_ATTRIBUTE2.yyy * m4[1]) + (in_ATTRIBUTE2.xxx * m4[0]));
  266.     vec4 v12;
  267.     v12 = vec4(_240.x, _240.y, _240.z, v12.w);
  268.     v12.w = in_ATTRIBUTE2.w * _37.Primitive_LocalToWorldDeterminantSign;
  269.     v1.w = v8.w;
  270.     vec4 v0 = v8;
  271.     out_TEXCOORD10 = v11;
  272.     out_TEXCOORD11 = v12;
  273.     out_TEXCOORD0 = t9[0];
  274.     out_TEXCOORD4 = v10;
  275.     out_TEXCOORD8 = v1;
  276.     v0.y = -v8.y;
  277.     gl_Position = v0;
  278. }
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