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Jul 6th, 2018
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  1. #version 320 es
  2.  
  3. #define INTERFACE_LOCATION(Pos) layout(location=Pos)
  4. #define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }
  5. #define HLSLCC_DX11ClipSpace 1
  6.  
  7.  
  8. // end extensions
  9. layout(std140) uniform pb0
  10. {
  11. #define View_TranslatedWorldToClip View_TranslatedWorldToClippb0
  12.     highp mat4 View_TranslatedWorldToClip;
  13. #define View_WorldToClip View_WorldToClippb0
  14.     highp mat4 View_WorldToClip;
  15. #define View_TranslatedWorldToView View_TranslatedWorldToViewpb0
  16.     highp mat4 View_TranslatedWorldToView;
  17. #define View_ViewToTranslatedWorld View_ViewToTranslatedWorldpb0
  18.     highp mat4 View_ViewToTranslatedWorld;
  19. #define View_TranslatedWorldToCameraView View_TranslatedWorldToCameraViewpb0
  20.     highp mat4 View_TranslatedWorldToCameraView;
  21. #define View_CameraViewToTranslatedWorld View_CameraViewToTranslatedWorldpb0
  22.     highp mat4 View_CameraViewToTranslatedWorld;
  23. #define View_ViewToClip View_ViewToClippb0
  24.     highp mat4 View_ViewToClip;
  25. #define View_ViewToClipNoAA View_ViewToClipNoAApb0
  26.     highp mat4 View_ViewToClipNoAA;
  27. #define View_ClipToView View_ClipToViewpb0
  28.     highp mat4 View_ClipToView;
  29. #define View_ClipToTranslatedWorld View_ClipToTranslatedWorldpb0
  30.     highp mat4 View_ClipToTranslatedWorld;
  31. #define View_SVPositionToTranslatedWorld View_SVPositionToTranslatedWorldpb0
  32.     highp mat4 View_SVPositionToTranslatedWorld;
  33. #define View_ScreenToWorld View_ScreenToWorldpb0
  34.     highp mat4 View_ScreenToWorld;
  35. #define View_ScreenToTranslatedWorld View_ScreenToTranslatedWorldpb0
  36.     highp mat4 View_ScreenToTranslatedWorld;
  37. #define View_ViewForward View_ViewForwardpb0
  38.     highp vec3 View_ViewForward;
  39. #define PrePadding_View_844 PrePadding_View_844pb0
  40.     highp float PrePadding_View_844;
  41. #define View_ViewUp View_ViewUppb0
  42.     highp vec3 View_ViewUp;
  43. #define PrePadding_View_860 PrePadding_View_860pb0
  44.     highp float PrePadding_View_860;
  45. #define View_ViewRight View_ViewRightpb0
  46.     highp vec3 View_ViewRight;
  47. #define PrePadding_View_876 PrePadding_View_876pb0
  48.     highp float PrePadding_View_876;
  49. #define View_HMDViewNoRollUp View_HMDViewNoRollUppb0
  50.     highp vec3 View_HMDViewNoRollUp;
  51. #define PrePadding_View_892 PrePadding_View_892pb0
  52.     highp float PrePadding_View_892;
  53. #define View_HMDViewNoRollRight View_HMDViewNoRollRightpb0
  54.     highp vec3 View_HMDViewNoRollRight;
  55. #define PrePadding_View_908 PrePadding_View_908pb0
  56.     highp float PrePadding_View_908;
  57. #define View_InvDeviceZToWorldZTransform View_InvDeviceZToWorldZTransformpb0
  58.     highp vec4 View_InvDeviceZToWorldZTransform;
  59. #define View_ScreenPositionScaleBias View_ScreenPositionScaleBiaspb0
  60.     highp vec4 View_ScreenPositionScaleBias;
  61. #define View_WorldCameraOrigin View_WorldCameraOriginpb0
  62.     highp vec3 View_WorldCameraOrigin;
  63. #define PrePadding_View_956 PrePadding_View_956pb0
  64.     highp float PrePadding_View_956;
  65. #define View_TranslatedWorldCameraOrigin View_TranslatedWorldCameraOriginpb0
  66.     highp vec3 View_TranslatedWorldCameraOrigin;
  67. #define PrePadding_View_972 PrePadding_View_972pb0
  68.     highp float PrePadding_View_972;
  69. #define View_WorldViewOrigin View_WorldViewOriginpb0
  70.     highp vec3 View_WorldViewOrigin;
  71. #define PrePadding_View_988 PrePadding_View_988pb0
  72.     highp float PrePadding_View_988;
  73. #define View_PreViewTranslation View_PreViewTranslationpb0
  74.     highp vec3 View_PreViewTranslation;
  75. #define PrePadding_View_1004 PrePadding_View_1004pb0
  76.     highp float PrePadding_View_1004;
  77. #define View_PrevProjection View_PrevProjectionpb0
  78.     highp mat4 View_PrevProjection;
  79. #define View_PrevViewProj View_PrevViewProjpb0
  80.     highp mat4 View_PrevViewProj;
  81. #define View_PrevViewRotationProj View_PrevViewRotationProjpb0
  82.     highp mat4 View_PrevViewRotationProj;
  83. #define View_PrevViewToClip View_PrevViewToClippb0
  84.     highp mat4 View_PrevViewToClip;
  85. #define View_PrevClipToView View_PrevClipToViewpb0
  86.     highp mat4 View_PrevClipToView;
  87. #define View_PrevTranslatedWorldToClip View_PrevTranslatedWorldToClippb0
  88.     highp mat4 View_PrevTranslatedWorldToClip;
  89. #define View_PrevTranslatedWorldToView View_PrevTranslatedWorldToViewpb0
  90.     highp mat4 View_PrevTranslatedWorldToView;
  91. #define View_PrevViewToTranslatedWorld View_PrevViewToTranslatedWorldpb0
  92.     highp mat4 View_PrevViewToTranslatedWorld;
  93. #define View_PrevTranslatedWorldToCameraView View_PrevTranslatedWorldToCameraViewpb0
  94.     highp mat4 View_PrevTranslatedWorldToCameraView;
  95. #define View_PrevCameraViewToTranslatedWorld View_PrevCameraViewToTranslatedWorldpb0
  96.     highp mat4 View_PrevCameraViewToTranslatedWorld;
  97. #define View_PrevWorldCameraOrigin View_PrevWorldCameraOriginpb0
  98.     highp vec3 View_PrevWorldCameraOrigin;
  99. #define PrePadding_View_1660 PrePadding_View_1660pb0
  100.     highp float PrePadding_View_1660;
  101. #define View_PrevWorldViewOrigin View_PrevWorldViewOriginpb0
  102.     highp vec3 View_PrevWorldViewOrigin;
  103. #define PrePadding_View_1676 PrePadding_View_1676pb0
  104.     highp float PrePadding_View_1676;
  105. #define View_PrevPreViewTranslation View_PrevPreViewTranslationpb0
  106.     highp vec3 View_PrevPreViewTranslation;
  107. #define PrePadding_View_1692 PrePadding_View_1692pb0
  108.     highp float PrePadding_View_1692;
  109. #define View_PrevInvViewProj View_PrevInvViewProjpb0
  110.     highp mat4 View_PrevInvViewProj;
  111. #define View_PrevScreenToTranslatedWorld View_PrevScreenToTranslatedWorldpb0
  112.     highp mat4 View_PrevScreenToTranslatedWorld;
  113. #define View_ClipToPrevClip View_ClipToPrevClippb0
  114.     highp mat4 View_ClipToPrevClip;
  115. #define View_TemporalAAJitter View_TemporalAAJitterpb0
  116.     highp vec4 View_TemporalAAJitter;
  117. #define View_GlobalClippingPlane View_GlobalClippingPlanepb0
  118.     highp vec4 View_GlobalClippingPlane;
  119. #define View_FieldOfViewWideAngles View_FieldOfViewWideAnglespb0
  120.     highp vec2 View_FieldOfViewWideAngles;
  121. #define View_PrevFieldOfViewWideAngles View_PrevFieldOfViewWideAnglespb0
  122.     highp vec2 View_PrevFieldOfViewWideAngles;
  123. #define View_ViewRectMin View_ViewRectMinpb0
  124.     highp vec4 View_ViewRectMin;
  125. #define View_ViewSizeAndInvSize View_ViewSizeAndInvSizepb0
  126.     highp vec4 View_ViewSizeAndInvSize;
  127. #define View_BufferSizeAndInvSize View_BufferSizeAndInvSizepb0
  128.     highp vec4 View_BufferSizeAndInvSize;
  129. #define View_BufferBilinearUVMinMax View_BufferBilinearUVMinMaxpb0
  130.     highp vec4 View_BufferBilinearUVMinMax;
  131. #define View_NumSceneColorMSAASamples View_NumSceneColorMSAASamplespb0
  132.     highp int View_NumSceneColorMSAASamples;
  133. #define View_PreExposure View_PreExposurepb0
  134.     highp float View_PreExposure;
  135. #define View_OneOverPreExposure View_OneOverPreExposurepb0
  136.     highp float View_OneOverPreExposure;
  137. #define PrePadding_View_2012 PrePadding_View_2012pb0
  138.     highp float PrePadding_View_2012;
  139. #define View_DiffuseOverrideParameter View_DiffuseOverrideParameterpb0
  140.     highp vec4 View_DiffuseOverrideParameter;
  141. #define View_SpecularOverrideParameter View_SpecularOverrideParameterpb0
  142.     highp vec4 View_SpecularOverrideParameter;
  143. #define View_NormalOverrideParameter View_NormalOverrideParameterpb0
  144.     highp vec4 View_NormalOverrideParameter;
  145. #define View_RoughnessOverrideParameter View_RoughnessOverrideParameterpb0
  146.     highp vec2 View_RoughnessOverrideParameter;
  147. #define View_PrevFrameGameTime View_PrevFrameGameTimepb0
  148.     highp float View_PrevFrameGameTime;
  149. #define View_PrevFrameRealTime View_PrevFrameRealTimepb0
  150.     highp float View_PrevFrameRealTime;
  151. #define View_OutOfBoundsMask View_OutOfBoundsMaskpb0
  152.     highp float View_OutOfBoundsMask;
  153. #define PrePadding_View_2084 PrePadding_View_2084pb0
  154.     highp float PrePadding_View_2084;
  155. #define PrePadding_View_2088 PrePadding_View_2088pb0
  156.     highp float PrePadding_View_2088;
  157. #define PrePadding_View_2092 PrePadding_View_2092pb0
  158.     highp float PrePadding_View_2092;
  159. #define View_WorldCameraMovementSinceLastFrame View_WorldCameraMovementSinceLastFramepb0
  160.     highp vec3 View_WorldCameraMovementSinceLastFrame;
  161. #define View_CullingSign View_CullingSignpb0
  162.     highp float View_CullingSign;
  163. #define View_NearPlane View_NearPlanepb0
  164.     highp float View_NearPlane;
  165. #define View_AdaptiveTessellationFactor View_AdaptiveTessellationFactorpb0
  166.     highp float View_AdaptiveTessellationFactor;
  167. #define View_GameTime View_GameTimepb0
  168.     highp float View_GameTime;
  169. #define View_RealTime View_RealTimepb0
  170.     highp float View_RealTime;
  171. #define View_MaterialTextureMipBias View_MaterialTextureMipBiaspb0
  172.     highp float View_MaterialTextureMipBias;
  173. #define View_MaterialTextureDerivativeMultiply View_MaterialTextureDerivativeMultiplypb0
  174.     highp float View_MaterialTextureDerivativeMultiply;
  175. #define View_Random View_Randompb0
  176.     highp uint View_Random;
  177. #define View_FrameNumber View_FrameNumberpb0
  178.     highp uint View_FrameNumber;
  179. #define View_StateFrameIndexMod8 View_StateFrameIndexMod8pb0
  180.     highp uint View_StateFrameIndexMod8;
  181. #define View_CameraCut View_CameraCutpb0
  182.     highp float View_CameraCut;
  183. #define View_UnlitViewmodeMask View_UnlitViewmodeMaskpb0
  184.     highp float View_UnlitViewmodeMask;
  185. #define PrePadding_View_2156 PrePadding_View_2156pb0
  186.     highp float PrePadding_View_2156;
  187. #define View_DirectionalLightColor View_DirectionalLightColorpb0
  188.     highp vec4 View_DirectionalLightColor;
  189. #define View_DirectionalLightDirection View_DirectionalLightDirectionpb0
  190.     highp vec3 View_DirectionalLightDirection;
  191. #define PrePadding_View_2188 PrePadding_View_2188pb0
  192.     highp float PrePadding_View_2188;
  193. #define View_TranslucencyLightingVolumeMin View_TranslucencyLightingVolumeMinpb0
  194.     highp vec4 View_TranslucencyLightingVolumeMin[2];
  195. #define View_TranslucencyLightingVolumeInvSize View_TranslucencyLightingVolumeInvSizepb0
  196.     highp vec4 View_TranslucencyLightingVolumeInvSize[2];
  197. #define View_TemporalAAParams View_TemporalAAParamspb0
  198.     highp vec4 View_TemporalAAParams;
  199. #define View_CircleDOFParams View_CircleDOFParamspb0
  200.     highp vec4 View_CircleDOFParams;
  201. #define View_DepthOfFieldSensorWidth View_DepthOfFieldSensorWidthpb0
  202.     highp float View_DepthOfFieldSensorWidth;
  203. #define View_DepthOfFieldFocalDistance View_DepthOfFieldFocalDistancepb0
  204.     highp float View_DepthOfFieldFocalDistance;
  205. #define View_DepthOfFieldScale View_DepthOfFieldScalepb0
  206.     highp float View_DepthOfFieldScale;
  207. #define View_DepthOfFieldFocalLength View_DepthOfFieldFocalLengthpb0
  208.     highp float View_DepthOfFieldFocalLength;
  209. #define View_DepthOfFieldFocalRegion View_DepthOfFieldFocalRegionpb0
  210.     highp float View_DepthOfFieldFocalRegion;
  211. #define View_DepthOfFieldNearTransitionRegion View_DepthOfFieldNearTransitionRegionpb0
  212.     highp float View_DepthOfFieldNearTransitionRegion;
  213. #define View_DepthOfFieldFarTransitionRegion View_DepthOfFieldFarTransitionRegionpb0
  214.     highp float View_DepthOfFieldFarTransitionRegion;
  215. #define View_MotionBlurNormalizedToPixel View_MotionBlurNormalizedToPixelpb0
  216.     highp float View_MotionBlurNormalizedToPixel;
  217. #define View_bSubsurfacePostprocessEnabled View_bSubsurfacePostprocessEnabledpb0
  218.     highp float View_bSubsurfacePostprocessEnabled;
  219. #define View_GeneralPurposeTweak View_GeneralPurposeTweakpb0
  220.     highp float View_GeneralPurposeTweak;
  221. #define View_DemosaicVposOffset View_DemosaicVposOffsetpb0
  222.     highp float View_DemosaicVposOffset;
  223. #define PrePadding_View_2332 PrePadding_View_2332pb0
  224.     highp float PrePadding_View_2332;
  225. #define View_IndirectLightingColorScale View_IndirectLightingColorScalepb0
  226.     highp vec3 View_IndirectLightingColorScale;
  227. #define View_HDR32bppEncodingMode View_HDR32bppEncodingModepb0
  228.     highp float View_HDR32bppEncodingMode;
  229. #define View_AtmosphericFogSunDirection View_AtmosphericFogSunDirectionpb0
  230.     highp vec3 View_AtmosphericFogSunDirection;
  231. #define View_AtmosphericFogSunPower View_AtmosphericFogSunPowerpb0
  232.     highp float View_AtmosphericFogSunPower;
  233. #define View_AtmosphericFogPower View_AtmosphericFogPowerpb0
  234.     highp float View_AtmosphericFogPower;
  235. #define View_AtmosphericFogDensityScale View_AtmosphericFogDensityScalepb0
  236.     highp float View_AtmosphericFogDensityScale;
  237. #define View_AtmosphericFogDensityOffset View_AtmosphericFogDensityOffsetpb0
  238.     highp float View_AtmosphericFogDensityOffset;
  239. #define View_AtmosphericFogGroundOffset View_AtmosphericFogGroundOffsetpb0
  240.     highp float View_AtmosphericFogGroundOffset;
  241. #define View_AtmosphericFogDistanceScale View_AtmosphericFogDistanceScalepb0
  242.     highp float View_AtmosphericFogDistanceScale;
  243. #define View_AtmosphericFogAltitudeScale View_AtmosphericFogAltitudeScalepb0
  244.     highp float View_AtmosphericFogAltitudeScale;
  245. #define View_AtmosphericFogHeightScaleRayleigh View_AtmosphericFogHeightScaleRayleighpb0
  246.     highp float View_AtmosphericFogHeightScaleRayleigh;
  247. #define View_AtmosphericFogStartDistance View_AtmosphericFogStartDistancepb0
  248.     highp float View_AtmosphericFogStartDistance;
  249. #define View_AtmosphericFogDistanceOffset View_AtmosphericFogDistanceOffsetpb0
  250.     highp float View_AtmosphericFogDistanceOffset;
  251. #define View_AtmosphericFogSunDiscScale View_AtmosphericFogSunDiscScalepb0
  252.     highp float View_AtmosphericFogSunDiscScale;
  253. #define View_AtmosphericFogRenderMask View_AtmosphericFogRenderMaskpb0
  254.     highp uint View_AtmosphericFogRenderMask;
  255. #define View_AtmosphericFogInscatterAltitudeSampleNum View_AtmosphericFogInscatterAltitudeSampleNumpb0
  256.     highp uint View_AtmosphericFogInscatterAltitudeSampleNum;
  257. #define View_AtmosphericFogSunColor View_AtmosphericFogSunColorpb0
  258.     highp vec4 View_AtmosphericFogSunColor;
  259. #define View_NormalCurvatureToRoughnessScaleBias View_NormalCurvatureToRoughnessScaleBiaspb0
  260.     highp vec3 View_NormalCurvatureToRoughnessScaleBias;
  261. #define View_RenderingReflectionCaptureMask View_RenderingReflectionCaptureMaskpb0
  262.     highp float View_RenderingReflectionCaptureMask;
  263. #define View_AmbientCubemapTint View_AmbientCubemapTintpb0
  264.     highp vec4 View_AmbientCubemapTint;
  265. #define View_AmbientCubemapIntensity View_AmbientCubemapIntensitypb0
  266.     highp float View_AmbientCubemapIntensity;
  267. #define View_SkyLightParameters View_SkyLightParameterspb0
  268.     highp float View_SkyLightParameters;
  269. #define PrePadding_View_2472 PrePadding_View_2472pb0
  270.     highp float PrePadding_View_2472;
  271. #define PrePadding_View_2476 PrePadding_View_2476pb0
  272.     highp float PrePadding_View_2476;
  273. #define View_SkyLightColor View_SkyLightColorpb0
  274.     highp vec4 View_SkyLightColor;
  275. #define View_SkyIrradianceEnvironmentMap View_SkyIrradianceEnvironmentMappb0
  276.     highp vec4 View_SkyIrradianceEnvironmentMap[7];
  277. #define View_MobilePreviewMode View_MobilePreviewModepb0
  278.     highp float View_MobilePreviewMode;
  279. #define View_HMDEyePaddingOffset View_HMDEyePaddingOffsetpb0
  280.     highp float View_HMDEyePaddingOffset;
  281. #define View_ReflectionCubemapMaxMip View_ReflectionCubemapMaxMippb0
  282.     highp float View_ReflectionCubemapMaxMip;
  283. #define View_ShowDecalsMask View_ShowDecalsMaskpb0
  284.     highp float View_ShowDecalsMask;
  285. #define View_DistanceFieldAOSpecularOcclusionMode View_DistanceFieldAOSpecularOcclusionModepb0
  286.     highp uint View_DistanceFieldAOSpecularOcclusionMode;
  287. #define View_IndirectCapsuleSelfShadowingIntensity View_IndirectCapsuleSelfShadowingIntensitypb0
  288.     highp float View_IndirectCapsuleSelfShadowingIntensity;
  289. #define PrePadding_View_2632 PrePadding_View_2632pb0
  290.     highp float PrePadding_View_2632;
  291. #define PrePadding_View_2636 PrePadding_View_2636pb0
  292.     highp float PrePadding_View_2636;
  293. #define View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeightpb0
  294.     highp vec3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
  295. #define View_StereoPassIndex View_StereoPassIndexpb0
  296.     highp int View_StereoPassIndex;
  297. #define View_GlobalVolumeCenterAndExtent View_GlobalVolumeCenterAndExtentpb0
  298.     highp vec4 View_GlobalVolumeCenterAndExtent[4];
  299. #define View_GlobalVolumeWorldToUVAddAndMul View_GlobalVolumeWorldToUVAddAndMulpb0
  300.     highp vec4 View_GlobalVolumeWorldToUVAddAndMul[4];
  301. #define View_GlobalVolumeDimension View_GlobalVolumeDimensionpb0
  302.     highp float View_GlobalVolumeDimension;
  303. #define View_GlobalVolumeTexelSize View_GlobalVolumeTexelSizepb0
  304.     highp float View_GlobalVolumeTexelSize;
  305. #define View_MaxGlobalDistance View_MaxGlobalDistancepb0
  306.     highp float View_MaxGlobalDistance;
  307. #define View_bCheckerboardSubsurfaceProfileRendering View_bCheckerboardSubsurfaceProfileRenderingpb0
  308.     highp float View_bCheckerboardSubsurfaceProfileRendering;
  309. #define View_VolumetricFogInvGridSize View_VolumetricFogInvGridSizepb0
  310.     highp vec3 View_VolumetricFogInvGridSize;
  311. #define PrePadding_View_2812 PrePadding_View_2812pb0
  312.     highp float PrePadding_View_2812;
  313. #define View_VolumetricFogGridZParams View_VolumetricFogGridZParamspb0
  314.     highp vec3 View_VolumetricFogGridZParams;
  315. #define PrePadding_View_2828 PrePadding_View_2828pb0
  316.     highp float PrePadding_View_2828;
  317. #define View_VolumetricFogSVPosToVolumeUV View_VolumetricFogSVPosToVolumeUVpb0
  318.     highp vec2 View_VolumetricFogSVPosToVolumeUV;
  319. #define View_VolumetricFogMaxDistance View_VolumetricFogMaxDistancepb0
  320.     highp float View_VolumetricFogMaxDistance;
  321. #define PrePadding_View_2844 PrePadding_View_2844pb0
  322.     highp float PrePadding_View_2844;
  323. #define View_VolumetricLightmapWorldToUVScale View_VolumetricLightmapWorldToUVScalepb0
  324.     highp vec3 View_VolumetricLightmapWorldToUVScale;
  325. #define PrePadding_View_2860 PrePadding_View_2860pb0
  326.     highp float PrePadding_View_2860;
  327. #define View_VolumetricLightmapWorldToUVAdd View_VolumetricLightmapWorldToUVAddpb0
  328.     highp vec3 View_VolumetricLightmapWorldToUVAdd;
  329. #define PrePadding_View_2876 PrePadding_View_2876pb0
  330.     highp float PrePadding_View_2876;
  331. #define View_VolumetricLightmapIndirectionTextureSize View_VolumetricLightmapIndirectionTextureSizepb0
  332.     highp vec3 View_VolumetricLightmapIndirectionTextureSize;
  333. #define View_VolumetricLightmapBrickSize View_VolumetricLightmapBrickSizepb0
  334.     highp float View_VolumetricLightmapBrickSize;
  335. #define View_VolumetricLightmapBrickTexelSize View_VolumetricLightmapBrickTexelSizepb0
  336.     highp vec3 View_VolumetricLightmapBrickTexelSize;
  337. #define View_StereoIPD View_StereoIPDpb0
  338.     highp float View_StereoIPD;
  339. };
  340.  
  341. layout(std140) uniform pb1
  342. {
  343. #define PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAdd PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAddpb1
  344.     highp vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAdd;
  345. #define PrePadding_PrecomputedLightingBuffer_12 PrePadding_PrecomputedLightingBuffer_12pb1
  346.     highp float PrePadding_PrecomputedLightingBuffer_12;
  347. #define PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScale PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScalepb1
  348.     highp vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScale;
  349. #define PrePadding_PrecomputedLightingBuffer_28 PrePadding_PrecomputedLightingBuffer_28pb1
  350.     highp float PrePadding_PrecomputedLightingBuffer_28;
  351. #define PrecomputedLightingBuffer_IndirectLightingCacheMinUV PrecomputedLightingBuffer_IndirectLightingCacheMinUVpb1
  352.     highp vec3 PrecomputedLightingBuffer_IndirectLightingCacheMinUV;
  353. #define PrePadding_PrecomputedLightingBuffer_44 PrePadding_PrecomputedLightingBuffer_44pb1
  354.     highp float PrePadding_PrecomputedLightingBuffer_44;
  355. #define PrecomputedLightingBuffer_IndirectLightingCacheMaxUV PrecomputedLightingBuffer_IndirectLightingCacheMaxUVpb1
  356.     highp vec3 PrecomputedLightingBuffer_IndirectLightingCacheMaxUV;
  357. #define PrePadding_PrecomputedLightingBuffer_60 PrePadding_PrecomputedLightingBuffer_60pb1
  358.     highp float PrePadding_PrecomputedLightingBuffer_60;
  359. #define PrecomputedLightingBuffer_PointSkyBentNormal PrecomputedLightingBuffer_PointSkyBentNormalpb1
  360.     highp vec4 PrecomputedLightingBuffer_PointSkyBentNormal;
  361. #define PrecomputedLightingBuffer_DirectionalLightShadowing PrecomputedLightingBuffer_DirectionalLightShadowingpb1
  362.     highp float PrecomputedLightingBuffer_DirectionalLightShadowing;
  363. #define PrePadding_PrecomputedLightingBuffer_84 PrePadding_PrecomputedLightingBuffer_84pb1
  364.     highp float PrePadding_PrecomputedLightingBuffer_84;
  365. #define PrePadding_PrecomputedLightingBuffer_88 PrePadding_PrecomputedLightingBuffer_88pb1
  366.     highp float PrePadding_PrecomputedLightingBuffer_88;
  367. #define PrePadding_PrecomputedLightingBuffer_92 PrePadding_PrecomputedLightingBuffer_92pb1
  368.     highp float PrePadding_PrecomputedLightingBuffer_92;
  369. #define PrecomputedLightingBuffer_StaticShadowMapMasks PrecomputedLightingBuffer_StaticShadowMapMaskspb1
  370.     highp vec4 PrecomputedLightingBuffer_StaticShadowMapMasks;
  371. #define PrecomputedLightingBuffer_InvUniformPenumbraSizes PrecomputedLightingBuffer_InvUniformPenumbraSizespb1
  372.     highp vec4 PrecomputedLightingBuffer_InvUniformPenumbraSizes;
  373. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients0 PrecomputedLightingBuffer_IndirectLightingSHCoefficients0pb1
  374.     highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients0[3];
  375. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients1 PrecomputedLightingBuffer_IndirectLightingSHCoefficients1pb1
  376.     highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients1[3];
  377. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients2 PrecomputedLightingBuffer_IndirectLightingSHCoefficients2pb1
  378.     highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients2;
  379. #define PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficient PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficientpb1
  380.     highp vec4 PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficient;
  381. #define PrecomputedLightingBuffer_LightMapCoordinateScaleBias PrecomputedLightingBuffer_LightMapCoordinateScaleBiaspb1
  382.     highp vec4 PrecomputedLightingBuffer_LightMapCoordinateScaleBias;
  383. #define PrecomputedLightingBuffer_ShadowMapCoordinateScaleBias PrecomputedLightingBuffer_ShadowMapCoordinateScaleBiaspb1
  384.     highp vec4 PrecomputedLightingBuffer_ShadowMapCoordinateScaleBias;
  385. #define PrecomputedLightingBuffer_LightMapScale PrecomputedLightingBuffer_LightMapScalepb1
  386.     highp vec4 PrecomputedLightingBuffer_LightMapScale[2];
  387. #define PrecomputedLightingBuffer_LightMapAdd PrecomputedLightingBuffer_LightMapAddpb1
  388.     highp vec4 PrecomputedLightingBuffer_LightMapAdd[2];
  389. };
  390.  
  391. layout(std140) uniform pb2
  392. {
  393. #define MobileDirectionalLight_DirectionalLightColor MobileDirectionalLight_DirectionalLightColorpb2
  394.     highp vec4 MobileDirectionalLight_DirectionalLightColor;
  395. #define MobileDirectionalLight_DirectionalLightDirection MobileDirectionalLight_DirectionalLightDirectionpb2
  396.     highp vec3 MobileDirectionalLight_DirectionalLightDirection;
  397. #define MobileDirectionalLight_DirectionalLightShadowTransition MobileDirectionalLight_DirectionalLightShadowTransitionpb2
  398.     highp float MobileDirectionalLight_DirectionalLightShadowTransition;
  399. #define MobileDirectionalLight_DirectionalLightShadowSize MobileDirectionalLight_DirectionalLightShadowSizepb2
  400.     highp vec4 MobileDirectionalLight_DirectionalLightShadowSize;
  401. #define MobileDirectionalLight_DirectionalLightScreenToShadow MobileDirectionalLight_DirectionalLightScreenToShadowpb2
  402.     highp mat4 MobileDirectionalLight_DirectionalLightScreenToShadow[4];
  403. #define MobileDirectionalLight_DirectionalLightShadowDistances MobileDirectionalLight_DirectionalLightShadowDistancespb2
  404.     highp vec4 MobileDirectionalLight_DirectionalLightShadowDistances;
  405. #define MobileDirectionalLight_DirectionalLightDistanceFadeMAD MobileDirectionalLight_DirectionalLightDistanceFadeMADpb2
  406.     highp vec2 MobileDirectionalLight_DirectionalLightDistanceFadeMAD;
  407. };
  408.  
  409. layout(std140) uniform pb3
  410. {
  411. #define Material_VectorExpressions Material_VectorExpressionspb3
  412.     highp vec4 Material_VectorExpressions[3];
  413. #define Material_ScalarExpressions Material_ScalarExpressionspb3
  414.     highp vec4 Material_ScalarExpressions[1];
  415. };
  416.  
  417. precision mediump float;
  418. precision mediump int;
  419.  
  420. #ifndef DONTEMITSAMPLERDEFAULTPRECISION
  421. precision mediump sampler2D;
  422. precision mediump samplerCube;
  423.  
  424. #endif
  425.  
  426. #ifdef TEXCOORDPRECISIONWORKAROUND
  427. vec4 texture2DTexCoordPrecisionWorkaround(sampler2D p, vec2 tcoord)
  428. {
  429.     return texture2D(p, tcoord);
  430. }
  431. #define texture2D texture2DTexCoordPrecisionWorkaround
  432. #endif
  433. precision highp float;
  434. precision highp int;
  435.  
  436. void compiler_internal_AdjustInputSemantic(inout vec4 TempVariable)
  437. {
  438. #if HLSLCC_DX11ClipSpace
  439.     TempVariable.y = -TempVariable.y;
  440.     TempVariable.z = ( TempVariable.z + TempVariable.w ) / 2.0;
  441. #endif
  442. }
  443.  
  444. void compiler_internal_AdjustOutputSemantic(inout vec4 Src)
  445. {
  446. #if HLSLCC_DX11ClipSpace
  447.     Src.y = -Src.y;
  448.     Src.z = ( 2.0 * Src.z ) - Src.w;
  449. #endif
  450. }
  451.  
  452. bool compiler_internal_AdjustIsFrontFacing(bool isFrontFacing)
  453. {
  454. #if HLSLCC_DX11ClipSpace
  455.     return !isFrontFacing;
  456. #else
  457.     return isFrontFacing;
  458. #endif
  459. }
  460. uniform highp vec4 pu_h[2];
  461. uniform highp samplerCube ps5;
  462. uniform highp sampler2D ps3;
  463. uniform highp sampler2D ps2;
  464. uniform highp sampler2D ps1;
  465. uniform highp sampler2D ps0;
  466. uniform highp sampler2D ps4;
  467. INTERFACE_LOCATION(0) in highp vec4 in_TEXCOORD10;
  468. INTERFACE_LOCATION(1) in highp vec4 in_TEXCOORD11;
  469. INTERFACE_LOCATION(2) in vec4 in_COLOR0;
  470. INTERFACE_LOCATION(3) in highp vec4 in_TEXCOORD0;
  471. INTERFACE_LOCATION(4) in highp vec4 in_TEXCOORD1;
  472. INTERFACE_LOCATION(5) in highp vec4 in_TEXCOORD4;
  473. INTERFACE_LOCATION(6) in highp vec4 in_TEXCOORD8;
  474. INTERFACE_LOCATION(0) out vec4 out_Target0;
  475. void main()
  476. {
  477.     highp vec3 v0;
  478.     v0.xyz = pu_h[1].xyz;
  479.     vec4 v1;
  480.     vec3 v2;
  481.     vec3 v3;
  482.     v3.xyz = in_TEXCOORD10.xyz;
  483.     v2.xyz = v3;
  484.     vec4 v4;
  485.     vec4 v5;
  486.     v5.xyzw = in_TEXCOORD11;
  487.     v4.xyzw = v5;
  488.     vec4 v6;
  489.     v6.xyzw = in_COLOR0;
  490.     vec3 v7;
  491.     v7.xyz = (cross(v4.xyz,v2)*v4.www);
  492.     vec3 v8;
  493.     vec3 v9;
  494.     v9.xyz = normalize((vec3(-1.000000e-02,-1.000000e-02,-1.000000e-02)*in_TEXCOORD8.xyz));
  495.     v8.xyz = v9;
  496.     vec2 v10;
  497.     v10.xy = ((texture(ps0,in_TEXCOORD0.zw).xy*vec2(2.000000e+00,2.000000e+00))+vec2(-1.000000e+00,-1.000000e+00));
  498.     vec4 v11;
  499.     v11.w = 1.000000e+00;
  500.     v11.xy = v10;
  501.     v11.z = sqrt(clamp((1.000000e+00+(-dot(v10,v10))),0.000000e+00,1.000000e+00));
  502.     float h12;
  503.     h12 = (v11.z+1.000000e+00);
  504.     vec2 v13;
  505.     v13.xy = ((texture(ps0,in_TEXCOORD1.xy).xy*vec2(2.000000e+00,2.000000e+00))+vec2(-1.000000e+00,-1.000000e+00));
  506.     vec4 v14;
  507.     v14.w = 1.000000e+00;
  508.     v14.xy = v13;
  509.     v14.z = sqrt(clamp((1.000000e+00+(-dot(v13,v13))),0.000000e+00,1.000000e+00));
  510.     vec2 v15;
  511.     v15.xy = (v13*vec2(-1.000000e+00,-1.000000e+00));
  512.     vec3 v16;
  513.     v16.xy = v10;
  514.     v16.z = h12;
  515.     vec3 v17;
  516.     v17.xy = v15;
  517.     v17.z = v14.z;
  518.     vec3 v18;
  519.     v18.xy = v10;
  520.     v18.z = h12;
  521.     vec3 v19;
  522.     v19.xy = v15;
  523.     v19.z = v14.z;
  524.     vec2 v20;
  525.     v20.xy = ((texture(ps1,in_TEXCOORD0.xy).xy*vec2(2.000000e+00,2.000000e+00))+vec2(-1.000000e+00,-1.000000e+00));
  526.     vec4 v21;
  527.     v21.w = 1.000000e+00;
  528.     v21.xy = v20;
  529.     v21.z = sqrt(clamp((1.000000e+00+(-dot(v20,v20))),0.000000e+00,1.000000e+00));
  530.     vec2 v22;
  531.     v22.xy = ((texture(ps1,in_TEXCOORD0.xy).xy*vec2(2.000000e+00,2.000000e+00))+vec2(-1.000000e+00,-1.000000e+00));
  532.     float h23;
  533.     h23 = sqrt(clamp((1.000000e+00+(-dot(v22,v22))),0.000000e+00,1.000000e+00));
  534.     vec4 v24;
  535.     v24.xyzw = texture(ps2,in_TEXCOORD0.xy);
  536.     vec3 v25;
  537.     v25.xyz = mix((((v18*vec3(dot(v16,v17)))+(-(vec3(h12)*v19)))*vec3(3.000000e-02,3.000000e-02,1.000000e+00)),v21.xyz,vec3(min(max((((v6.z*2.500000e+00)+(-min(max((((1.000000e+00+(-h23))*2.000000e-01)+v24.x),0.000000e+00),1.000000e+00)))/5.000000e-01),0.000000e+00),1.000000e+00)));
  538.     float h26;
  539.     h26 = dot(v25,v25);
  540.     vec4 v27;
  541.     v27.w = 0.000000e+00;
  542.     float h28;
  543.     h28 = length(v25);
  544.     v27.xyz = (v25/vec3(h28));
  545.     vec4 v29;
  546.     v29.xyzw = ((h26>=1.000000e-06))?(v27):(vec4(0.000000e+00,0.000000e+00,1.000000e+00,1.000000e+00));
  547.     vec3 v30;
  548.     v30.xyz = v29.xyz;
  549.     vec3 v31;
  550.     highp vec3 v32;
  551.     v32.xyz = ((v4.xyz*v30.zzz)+((v7*v30.yyy)+(v2*v30.xxx)));
  552.     vec3 v33;
  553.     v33.xyz = normalize(v32);
  554.     v31.xyz = v33;
  555.     vec3 v34;
  556.     v34.xyz = ((-v8)+((v31*vec3(dot(v31,v8)))*vec3(2.000000e+00,2.000000e+00,2.000000e+00)));
  557.     vec3 v35;
  558.     v35.xyz = (texture(ps3,in_TEXCOORD0.xy).xyz*Material_ScalarExpressions[0].xxx);
  559.     vec3 v36;
  560.     v36.xyz = Material_VectorExpressions[2].xyz;
  561.     vec3 v37;
  562.     v37.xyz = clamp(mix((vec3(2.000000e-01,2.000000e-01,2.000000e-01)*v35),v35,vec3(min(max((((v6.z*2.500000e+00)+(-min(max((((1.000000e+00+(-h23))*2.000000e-01)+v24.x),0.000000e+00),1.000000e+00)))+-1.000000e+00),0.000000e+00),1.000000e+00))),vec3(0.000000e+00,0.000000e+00,0.000000e+00),vec3(1.000000e+00,1.000000e+00,1.000000e+00));
  563.     float h38;
  564.     h38 = clamp(Material_ScalarExpressions[0].y,0.000000e+00,1.000000e+00);
  565.     vec3 v39;
  566.     v39.xyz = (v37+(-(v37*vec3(h38))));
  567.     vec3 v40;
  568.     v40.xyz = (vec3((4.000000e-02+(-(4.000000e-02*h38))))+(v37*vec3(h38)));
  569.     float h41;
  570.     h41 = clamp(mix(vec3(0.000000e+00,0.000000e+00,0.000000e+00),vec3(min(max(mix(Material_ScalarExpressions[0].w,Material_ScalarExpressions[0].z,texture(ps2,in_TEXCOORD0.xy).x),0.000000e+00),1.000000e+00)),vec3(min(max(((v6.z*2.500000e+00)+(-min(max((((1.000000e+00+(-h23))*2.000000e-01)+v24.x),0.000000e+00),1.000000e+00))),0.000000e+00),1.000000e+00))).x,1.200000e-01,1.000000e+00);
  571.     vec3 v42;
  572.     vec2 v43;
  573.     vec4 v44;
  574.     v44.xyzw = ((vec4(h41)*vec4(-1.000000e+00,-2.750000e-02,-5.720000e-01,2.200000e-02))+vec4(1.000000e+00,4.250000e-02,1.040000e+00,-4.000000e-02));
  575.     vec2 v45;
  576.     v45.xy = ((vec2(-1.040000e+00,1.040000e+00)*vec2(((min((v44.x*v44.x),exp2((-9.280000e+00*max(dot(v31,v8),0.000000e+00))))*v44.x)+v44.y)))+v44.zw);
  577.     v43.xy = v45;
  578.     v43.y = (v45.y*clamp((5.000000e+01*v40.y),0.000000e+00,1.000000e+00));
  579.     v42.xyz = ((v40*v45.xxx)+v43.yyy);
  580.     highp vec2 v46;
  581.     v46.xy = (in_TEXCOORD4.xy*vec2(1.000000e+00,5.000000e-01));
  582.     vec3 v47;
  583.     v47.xyz = ((texture(ps4,v46).xyz*PrecomputedLightingBuffer_LightMapScale[0].xyz)+PrecomputedLightingBuffer_LightMapAdd[0].xyz);
  584.     float h48;
  585.     h48 = dot(v47,vec3(3.000000e-01,5.900000e-01,1.100000e-01));
  586.     highp vec4 v49;
  587.     v49.w = 1.000000e+00;
  588.     highp vec3 v50;
  589.     v50.xyz = v31.yzx;
  590.     v49.xyz = v50;
  591.     float h51;
  592.     highp vec4 v52;
  593.     v52.xyzw = ((texture(ps4,(v46+vec2(0.000000e+00,5.000000e-01)))*PrecomputedLightingBuffer_LightMapScale[1])+PrecomputedLightingBuffer_LightMapAdd[1]);
  594.     float h53;
  595.     h53 = max(0.000000e+00,dot(v52,v49));
  596.     h51 = ((exp2(((h48*1.600000e+01)+-8.000000e+00))+-3.906250e-03)*h53);
  597.     vec3 v54;
  598.     v54.xyz = (v47*vec3((h51/h48)));
  599.     vec4 v55;
  600.     v55.xyz = v54;
  601.     v55.w = h51;
  602.     highp vec3 v56;
  603.     highp vec3 v57;
  604.     v57.xyz = normalize((v8+MobileDirectionalLight_DirectionalLightDirection));
  605.     v56.xyz = v57;
  606.     highp vec3 v58;
  607.     vec3 v59;
  608.     v59.xyz = v56;
  609.     highp vec3 v60;
  610.     v60.xyz = cross(v31,v59);
  611.     v58.xyz = v60;
  612.     float h61;
  613.     h61 = (h41*h41);
  614.     highp float f62;
  615.     highp vec3 v63;
  616.     v63.xyz = v31;
  617.     float h64;
  618.     h64 = max(0.000000e+00,dot(v63,v56));
  619.     highp float f65;
  620.     f65 = (h64*h61);
  621.     f62 = f65;
  622.     highp float f66;
  623.     highp float f67;
  624.     f67 = h61;
  625.     f66 = (f67/(dot(v58,v58)+(f62*f62)));
  626.     vec3 v68;
  627.     highp vec3 v69;
  628.     v69.xyz = v31;
  629.     highp vec3 v70;
  630.     v70.xyz = MobileDirectionalLight_DirectionalLightDirection;
  631.     highp float f71;
  632.     f71 = 0.000000e+00;
  633.     highp vec3 v72;
  634.     v72.xyz = MobileDirectionalLight_DirectionalLightColor.xyz;
  635.     float h73;
  636.     h73 = min((f66*f66),6.550400e+04);
  637.     highp vec3 v74;
  638.     v74.xyz = (v39+(v42*vec3((((h41*2.500000e-01)+2.500000e-01)*h73))));
  639.     vec3 v75;
  640.     v75.xyz = ((vec3((f71*max(0.000000e+00,dot(v69,v70))))*v72)*v74);
  641.     v68.xyz = ((v54*v39)+v75);
  642.     vec3 v76;
  643.     float h77;
  644.     h77 = float((pu_h[0].x>0.000000e+00));
  645.     highp float f78;
  646.     highp float f79;
  647.     f79 = pu_h[0].x;
  648.     highp float f80;
  649.     highp float f81;
  650.     f81 = View_ReflectionCubemapMaxMip;
  651.     f80 = f81;
  652.     f78 = (bool(h77))?(f79):(f80);
  653.     vec4 v82;
  654.     float h83;
  655.     h83 = f78;
  656.     highp float f84;
  657.     f84 = ((h83+-1.000000e+00)+(-(1.000000e+00+(-(1.200000e+00*log2(h41))))));
  658.     v82.xyzw = textureLod(ps5,v34,f84);
  659.     if (bool(h77))
  660.     {
  661.         vec3 v85;
  662.         v85.xyz = View_SkyLightColor.xyz;
  663.         v76.xyz = (v82.xyz*v85);
  664.     }
  665.     else
  666.     {
  667.         vec3 v86;
  668.         v86.xyz = (v82.xyz*vec3((v82.w*1.600000e+01)));
  669.         float h87;
  670.         h87 = v0.x;
  671.         v76.xyz = ((v86*v86)*vec3(h87));
  672.     }
  673.     v1.xyz = ((v68+((v76*v55.www)*v42))+max(v36,vec3(0.000000e+00,0.000000e+00,0.000000e+00)));
  674.     v1.w = 0.000000e+00;
  675.     float h88;
  676.     h88 = in_TEXCOORD8.w;
  677.     v1.w = h88;
  678.     out_Target0.xyzw = v1;
  679. }
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