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Jul 6th, 2018
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  1. #version 320 es
  2. #define INTERFACE_LOCATION(Pos) layout(location=Pos)
  3. #define INTERFACE_BLOCK(Pos, Interp, Modifiers, Semantic, PreType, PostType) layout(location=Pos) Modifiers Semantic { PreType PostType; }
  4. #define HLSLCC_DX11ClipSpace 1
  5.  
  6. // end extensions
  7. layout(std140) uniform vb0
  8. {
  9. #define View_TranslatedWorldToClip View_TranslatedWorldToClipvb0
  10.  highp mat4 View_TranslatedWorldToClip;
  11. #define View_WorldToClip View_WorldToClipvb0
  12.  highp mat4 View_WorldToClip;
  13. #define View_TranslatedWorldToView View_TranslatedWorldToViewvb0
  14.  highp mat4 View_TranslatedWorldToView;
  15. #define View_ViewToTranslatedWorld View_ViewToTranslatedWorldvb0
  16.  highp mat4 View_ViewToTranslatedWorld;
  17. #define View_TranslatedWorldToCameraView View_TranslatedWorldToCameraViewvb0
  18.  highp mat4 View_TranslatedWorldToCameraView;
  19. #define View_CameraViewToTranslatedWorld View_CameraViewToTranslatedWorldvb0
  20.  highp mat4 View_CameraViewToTranslatedWorld;
  21. #define View_ViewToClip View_ViewToClipvb0
  22.  highp mat4 View_ViewToClip;
  23. #define View_ViewToClipNoAA View_ViewToClipNoAAvb0
  24.  highp mat4 View_ViewToClipNoAA;
  25. #define View_ClipToView View_ClipToViewvb0
  26.  highp mat4 View_ClipToView;
  27. #define View_ClipToTranslatedWorld View_ClipToTranslatedWorldvb0
  28.  highp mat4 View_ClipToTranslatedWorld;
  29. #define View_SVPositionToTranslatedWorld View_SVPositionToTranslatedWorldvb0
  30.  highp mat4 View_SVPositionToTranslatedWorld;
  31. #define View_ScreenToWorld View_ScreenToWorldvb0
  32.  highp mat4 View_ScreenToWorld;
  33. #define View_ScreenToTranslatedWorld View_ScreenToTranslatedWorldvb0
  34.  highp mat4 View_ScreenToTranslatedWorld;
  35. #define View_ViewForward View_ViewForwardvb0
  36.  highp vec3 View_ViewForward;
  37. #define PrePadding_View_844 PrePadding_View_844vb0
  38.  highp float PrePadding_View_844;
  39. #define View_ViewUp View_ViewUpvb0
  40.  highp vec3 View_ViewUp;
  41. #define PrePadding_View_860 PrePadding_View_860vb0
  42.  highp float PrePadding_View_860;
  43. #define View_ViewRight View_ViewRightvb0
  44.  highp vec3 View_ViewRight;
  45. #define PrePadding_View_876 PrePadding_View_876vb0
  46.  highp float PrePadding_View_876;
  47. #define View_HMDViewNoRollUp View_HMDViewNoRollUpvb0
  48.  highp vec3 View_HMDViewNoRollUp;
  49. #define PrePadding_View_892 PrePadding_View_892vb0
  50.  highp float PrePadding_View_892;
  51. #define View_HMDViewNoRollRight View_HMDViewNoRollRightvb0
  52.  highp vec3 View_HMDViewNoRollRight;
  53. #define PrePadding_View_908 PrePadding_View_908vb0
  54.  highp float PrePadding_View_908;
  55. #define View_InvDeviceZToWorldZTransform View_InvDeviceZToWorldZTransformvb0
  56.  highp vec4 View_InvDeviceZToWorldZTransform;
  57. #define View_ScreenPositionScaleBias View_ScreenPositionScaleBiasvb0
  58.  highp vec4 View_ScreenPositionScaleBias;
  59. #define View_WorldCameraOrigin View_WorldCameraOriginvb0
  60.  highp vec3 View_WorldCameraOrigin;
  61. #define PrePadding_View_956 PrePadding_View_956vb0
  62.  highp float PrePadding_View_956;
  63. #define View_TranslatedWorldCameraOrigin View_TranslatedWorldCameraOriginvb0
  64.  highp vec3 View_TranslatedWorldCameraOrigin;
  65. #define PrePadding_View_972 PrePadding_View_972vb0
  66.  highp float PrePadding_View_972;
  67. #define View_WorldViewOrigin View_WorldViewOriginvb0
  68.  highp vec3 View_WorldViewOrigin;
  69. #define PrePadding_View_988 PrePadding_View_988vb0
  70.  highp float PrePadding_View_988;
  71. #define View_PreViewTranslation View_PreViewTranslationvb0
  72.  highp vec3 View_PreViewTranslation;
  73. #define PrePadding_View_1004 PrePadding_View_1004vb0
  74.  highp float PrePadding_View_1004;
  75. #define View_PrevProjection View_PrevProjectionvb0
  76.  highp mat4 View_PrevProjection;
  77. #define View_PrevViewProj View_PrevViewProjvb0
  78.  highp mat4 View_PrevViewProj;
  79. #define View_PrevViewRotationProj View_PrevViewRotationProjvb0
  80.  highp mat4 View_PrevViewRotationProj;
  81. #define View_PrevViewToClip View_PrevViewToClipvb0
  82.  highp mat4 View_PrevViewToClip;
  83. #define View_PrevClipToView View_PrevClipToViewvb0
  84.  highp mat4 View_PrevClipToView;
  85. #define View_PrevTranslatedWorldToClip View_PrevTranslatedWorldToClipvb0
  86.  highp mat4 View_PrevTranslatedWorldToClip;
  87. #define View_PrevTranslatedWorldToView View_PrevTranslatedWorldToViewvb0
  88.  highp mat4 View_PrevTranslatedWorldToView;
  89. #define View_PrevViewToTranslatedWorld View_PrevViewToTranslatedWorldvb0
  90.  highp mat4 View_PrevViewToTranslatedWorld;
  91. #define View_PrevTranslatedWorldToCameraView View_PrevTranslatedWorldToCameraViewvb0
  92.  highp mat4 View_PrevTranslatedWorldToCameraView;
  93. #define View_PrevCameraViewToTranslatedWorld View_PrevCameraViewToTranslatedWorldvb0
  94.  highp mat4 View_PrevCameraViewToTranslatedWorld;
  95. #define View_PrevWorldCameraOrigin View_PrevWorldCameraOriginvb0
  96.  highp vec3 View_PrevWorldCameraOrigin;
  97. #define PrePadding_View_1660 PrePadding_View_1660vb0
  98.  highp float PrePadding_View_1660;
  99. #define View_PrevWorldViewOrigin View_PrevWorldViewOriginvb0
  100.  highp vec3 View_PrevWorldViewOrigin;
  101. #define PrePadding_View_1676 PrePadding_View_1676vb0
  102.  highp float PrePadding_View_1676;
  103. #define View_PrevPreViewTranslation View_PrevPreViewTranslationvb0
  104.  highp vec3 View_PrevPreViewTranslation;
  105. #define PrePadding_View_1692 PrePadding_View_1692vb0
  106.  highp float PrePadding_View_1692;
  107. #define View_PrevInvViewProj View_PrevInvViewProjvb0
  108.  highp mat4 View_PrevInvViewProj;
  109. #define View_PrevScreenToTranslatedWorld View_PrevScreenToTranslatedWorldvb0
  110.  highp mat4 View_PrevScreenToTranslatedWorld;
  111. #define View_ClipToPrevClip View_ClipToPrevClipvb0
  112.  highp mat4 View_ClipToPrevClip;
  113. #define View_TemporalAAJitter View_TemporalAAJittervb0
  114.  highp vec4 View_TemporalAAJitter;
  115. #define View_GlobalClippingPlane View_GlobalClippingPlanevb0
  116.  highp vec4 View_GlobalClippingPlane;
  117. #define View_FieldOfViewWideAngles View_FieldOfViewWideAnglesvb0
  118.  highp vec2 View_FieldOfViewWideAngles;
  119. #define View_PrevFieldOfViewWideAngles View_PrevFieldOfViewWideAnglesvb0
  120.  highp vec2 View_PrevFieldOfViewWideAngles;
  121. #define View_ViewRectMin View_ViewRectMinvb0
  122.  highp vec4 View_ViewRectMin;
  123. #define View_ViewSizeAndInvSize View_ViewSizeAndInvSizevb0
  124.  highp vec4 View_ViewSizeAndInvSize;
  125. #define View_BufferSizeAndInvSize View_BufferSizeAndInvSizevb0
  126.  highp vec4 View_BufferSizeAndInvSize;
  127. #define View_BufferBilinearUVMinMax View_BufferBilinearUVMinMaxvb0
  128.  highp vec4 View_BufferBilinearUVMinMax;
  129. #define View_NumSceneColorMSAASamples View_NumSceneColorMSAASamplesvb0
  130.  highp int View_NumSceneColorMSAASamples;
  131. #define View_PreExposure View_PreExposurevb0
  132.  highp float View_PreExposure;
  133. #define View_OneOverPreExposure View_OneOverPreExposurevb0
  134.  highp float View_OneOverPreExposure;
  135. #define PrePadding_View_2012 PrePadding_View_2012vb0
  136.  highp float PrePadding_View_2012;
  137. #define View_DiffuseOverrideParameter View_DiffuseOverrideParametervb0
  138.  highp vec4 View_DiffuseOverrideParameter;
  139. #define View_SpecularOverrideParameter View_SpecularOverrideParametervb0
  140.  highp vec4 View_SpecularOverrideParameter;
  141. #define View_NormalOverrideParameter View_NormalOverrideParametervb0
  142.  highp vec4 View_NormalOverrideParameter;
  143. #define View_RoughnessOverrideParameter View_RoughnessOverrideParametervb0
  144.  highp vec2 View_RoughnessOverrideParameter;
  145. #define View_PrevFrameGameTime View_PrevFrameGameTimevb0
  146.  highp float View_PrevFrameGameTime;
  147. #define View_PrevFrameRealTime View_PrevFrameRealTimevb0
  148.  highp float View_PrevFrameRealTime;
  149. #define View_OutOfBoundsMask View_OutOfBoundsMaskvb0
  150.  highp float View_OutOfBoundsMask;
  151. #define PrePadding_View_2084 PrePadding_View_2084vb0
  152.  highp float PrePadding_View_2084;
  153. #define PrePadding_View_2088 PrePadding_View_2088vb0
  154.  highp float PrePadding_View_2088;
  155. #define PrePadding_View_2092 PrePadding_View_2092vb0
  156.  highp float PrePadding_View_2092;
  157. #define View_WorldCameraMovementSinceLastFrame View_WorldCameraMovementSinceLastFramevb0
  158.  highp vec3 View_WorldCameraMovementSinceLastFrame;
  159. #define View_CullingSign View_CullingSignvb0
  160.  highp float View_CullingSign;
  161. #define View_NearPlane View_NearPlanevb0
  162.  highp float View_NearPlane;
  163. #define View_AdaptiveTessellationFactor View_AdaptiveTessellationFactorvb0
  164.  highp float View_AdaptiveTessellationFactor;
  165. #define View_GameTime View_GameTimevb0
  166.  highp float View_GameTime;
  167. #define View_RealTime View_RealTimevb0
  168.  highp float View_RealTime;
  169. #define View_MaterialTextureMipBias View_MaterialTextureMipBiasvb0
  170.  highp float View_MaterialTextureMipBias;
  171. #define View_MaterialTextureDerivativeMultiply View_MaterialTextureDerivativeMultiplyvb0
  172.  highp float View_MaterialTextureDerivativeMultiply;
  173. #define View_Random View_Randomvb0
  174.  highp uint View_Random;
  175. #define View_FrameNumber View_FrameNumbervb0
  176.  highp uint View_FrameNumber;
  177. #define View_StateFrameIndexMod8 View_StateFrameIndexMod8vb0
  178.  highp uint View_StateFrameIndexMod8;
  179. #define View_CameraCut View_CameraCutvb0
  180.  highp float View_CameraCut;
  181. #define View_UnlitViewmodeMask View_UnlitViewmodeMaskvb0
  182.  highp float View_UnlitViewmodeMask;
  183. #define PrePadding_View_2156 PrePadding_View_2156vb0
  184.  highp float PrePadding_View_2156;
  185. #define View_DirectionalLightColor View_DirectionalLightColorvb0
  186.  highp vec4 View_DirectionalLightColor;
  187. #define View_DirectionalLightDirection View_DirectionalLightDirectionvb0
  188.  highp vec3 View_DirectionalLightDirection;
  189. #define PrePadding_View_2188 PrePadding_View_2188vb0
  190.  highp float PrePadding_View_2188;
  191. #define View_TranslucencyLightingVolumeMin View_TranslucencyLightingVolumeMinvb0
  192.  highp vec4 View_TranslucencyLightingVolumeMin[2];
  193. #define View_TranslucencyLightingVolumeInvSize View_TranslucencyLightingVolumeInvSizevb0
  194.  highp vec4 View_TranslucencyLightingVolumeInvSize[2];
  195. #define View_TemporalAAParams View_TemporalAAParamsvb0
  196.  highp vec4 View_TemporalAAParams;
  197. #define View_CircleDOFParams View_CircleDOFParamsvb0
  198.  highp vec4 View_CircleDOFParams;
  199. #define View_DepthOfFieldSensorWidth View_DepthOfFieldSensorWidthvb0
  200.  highp float View_DepthOfFieldSensorWidth;
  201. #define View_DepthOfFieldFocalDistance View_DepthOfFieldFocalDistancevb0
  202.  highp float View_DepthOfFieldFocalDistance;
  203. #define View_DepthOfFieldScale View_DepthOfFieldScalevb0
  204.  highp float View_DepthOfFieldScale;
  205. #define View_DepthOfFieldFocalLength View_DepthOfFieldFocalLengthvb0
  206.  highp float View_DepthOfFieldFocalLength;
  207. #define View_DepthOfFieldFocalRegion View_DepthOfFieldFocalRegionvb0
  208.  highp float View_DepthOfFieldFocalRegion;
  209. #define View_DepthOfFieldNearTransitionRegion View_DepthOfFieldNearTransitionRegionvb0
  210.  highp float View_DepthOfFieldNearTransitionRegion;
  211. #define View_DepthOfFieldFarTransitionRegion View_DepthOfFieldFarTransitionRegionvb0
  212.  highp float View_DepthOfFieldFarTransitionRegion;
  213. #define View_MotionBlurNormalizedToPixel View_MotionBlurNormalizedToPixelvb0
  214.  highp float View_MotionBlurNormalizedToPixel;
  215. #define View_bSubsurfacePostprocessEnabled View_bSubsurfacePostprocessEnabledvb0
  216.  highp float View_bSubsurfacePostprocessEnabled;
  217. #define View_GeneralPurposeTweak View_GeneralPurposeTweakvb0
  218.  highp float View_GeneralPurposeTweak;
  219. #define View_DemosaicVposOffset View_DemosaicVposOffsetvb0
  220.  highp float View_DemosaicVposOffset;
  221. #define PrePadding_View_2332 PrePadding_View_2332vb0
  222.  highp float PrePadding_View_2332;
  223. #define View_IndirectLightingColorScale View_IndirectLightingColorScalevb0
  224.  highp vec3 View_IndirectLightingColorScale;
  225. #define View_HDR32bppEncodingMode View_HDR32bppEncodingModevb0
  226.  highp float View_HDR32bppEncodingMode;
  227. #define View_AtmosphericFogSunDirection View_AtmosphericFogSunDirectionvb0
  228.  highp vec3 View_AtmosphericFogSunDirection;
  229. #define View_AtmosphericFogSunPower View_AtmosphericFogSunPowervb0
  230.  highp float View_AtmosphericFogSunPower;
  231. #define View_AtmosphericFogPower View_AtmosphericFogPowervb0
  232.  highp float View_AtmosphericFogPower;
  233. #define View_AtmosphericFogDensityScale View_AtmosphericFogDensityScalevb0
  234.  highp float View_AtmosphericFogDensityScale;
  235. #define View_AtmosphericFogDensityOffset View_AtmosphericFogDensityOffsetvb0
  236.  highp float View_AtmosphericFogDensityOffset;
  237. #define View_AtmosphericFogGroundOffset View_AtmosphericFogGroundOffsetvb0
  238.  highp float View_AtmosphericFogGroundOffset;
  239. #define View_AtmosphericFogDistanceScale View_AtmosphericFogDistanceScalevb0
  240.  highp float View_AtmosphericFogDistanceScale;
  241. #define View_AtmosphericFogAltitudeScale View_AtmosphericFogAltitudeScalevb0
  242.  highp float View_AtmosphericFogAltitudeScale;
  243. #define View_AtmosphericFogHeightScaleRayleigh View_AtmosphericFogHeightScaleRayleighvb0
  244.  highp float View_AtmosphericFogHeightScaleRayleigh;
  245. #define View_AtmosphericFogStartDistance View_AtmosphericFogStartDistancevb0
  246.  highp float View_AtmosphericFogStartDistance;
  247. #define View_AtmosphericFogDistanceOffset View_AtmosphericFogDistanceOffsetvb0
  248.  highp float View_AtmosphericFogDistanceOffset;
  249. #define View_AtmosphericFogSunDiscScale View_AtmosphericFogSunDiscScalevb0
  250.  highp float View_AtmosphericFogSunDiscScale;
  251. #define View_AtmosphericFogRenderMask View_AtmosphericFogRenderMaskvb0
  252.  highp uint View_AtmosphericFogRenderMask;
  253. #define View_AtmosphericFogInscatterAltitudeSampleNum View_AtmosphericFogInscatterAltitudeSampleNumvb0
  254.  highp uint View_AtmosphericFogInscatterAltitudeSampleNum;
  255. #define View_AtmosphericFogSunColor View_AtmosphericFogSunColorvb0
  256.  highp vec4 View_AtmosphericFogSunColor;
  257. #define View_NormalCurvatureToRoughnessScaleBias View_NormalCurvatureToRoughnessScaleBiasvb0
  258.  highp vec3 View_NormalCurvatureToRoughnessScaleBias;
  259. #define View_RenderingReflectionCaptureMask View_RenderingReflectionCaptureMaskvb0
  260.  highp float View_RenderingReflectionCaptureMask;
  261. #define View_AmbientCubemapTint View_AmbientCubemapTintvb0
  262.  highp vec4 View_AmbientCubemapTint;
  263. #define View_AmbientCubemapIntensity View_AmbientCubemapIntensityvb0
  264.  highp float View_AmbientCubemapIntensity;
  265. #define View_SkyLightParameters View_SkyLightParametersvb0
  266.  highp float View_SkyLightParameters;
  267. #define PrePadding_View_2472 PrePadding_View_2472vb0
  268.  highp float PrePadding_View_2472;
  269. #define PrePadding_View_2476 PrePadding_View_2476vb0
  270.  highp float PrePadding_View_2476;
  271. #define View_SkyLightColor View_SkyLightColorvb0
  272.  highp vec4 View_SkyLightColor;
  273. #define View_SkyIrradianceEnvironmentMap View_SkyIrradianceEnvironmentMapvb0
  274.  highp vec4 View_SkyIrradianceEnvironmentMap[7];
  275. #define View_MobilePreviewMode View_MobilePreviewModevb0
  276.  highp float View_MobilePreviewMode;
  277. #define View_HMDEyePaddingOffset View_HMDEyePaddingOffsetvb0
  278.  highp float View_HMDEyePaddingOffset;
  279. #define View_ReflectionCubemapMaxMip View_ReflectionCubemapMaxMipvb0
  280.  highp float View_ReflectionCubemapMaxMip;
  281. #define View_ShowDecalsMask View_ShowDecalsMaskvb0
  282.  highp float View_ShowDecalsMask;
  283. #define View_DistanceFieldAOSpecularOcclusionMode View_DistanceFieldAOSpecularOcclusionModevb0
  284.  highp uint View_DistanceFieldAOSpecularOcclusionMode;
  285. #define View_IndirectCapsuleSelfShadowingIntensity View_IndirectCapsuleSelfShadowingIntensityvb0
  286.  highp float View_IndirectCapsuleSelfShadowingIntensity;
  287. #define PrePadding_View_2632 PrePadding_View_2632vb0
  288.  highp float PrePadding_View_2632;
  289. #define PrePadding_View_2636 PrePadding_View_2636vb0
  290.  highp float PrePadding_View_2636;
  291. #define View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeightvb0
  292.  highp vec3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
  293. #define View_StereoPassIndex View_StereoPassIndexvb0
  294.  highp int View_StereoPassIndex;
  295. #define View_GlobalVolumeCenterAndExtent View_GlobalVolumeCenterAndExtentvb0
  296.  highp vec4 View_GlobalVolumeCenterAndExtent[4];
  297. #define View_GlobalVolumeWorldToUVAddAndMul View_GlobalVolumeWorldToUVAddAndMulvb0
  298.  highp vec4 View_GlobalVolumeWorldToUVAddAndMul[4];
  299. #define View_GlobalVolumeDimension View_GlobalVolumeDimensionvb0
  300.  highp float View_GlobalVolumeDimension;
  301. #define View_GlobalVolumeTexelSize View_GlobalVolumeTexelSizevb0
  302.  highp float View_GlobalVolumeTexelSize;
  303. #define View_MaxGlobalDistance View_MaxGlobalDistancevb0
  304.  highp float View_MaxGlobalDistance;
  305. #define View_bCheckerboardSubsurfaceProfileRendering View_bCheckerboardSubsurfaceProfileRenderingvb0
  306.  highp float View_bCheckerboardSubsurfaceProfileRendering;
  307. #define View_VolumetricFogInvGridSize View_VolumetricFogInvGridSizevb0
  308.  highp vec3 View_VolumetricFogInvGridSize;
  309. #define PrePadding_View_2812 PrePadding_View_2812vb0
  310.  highp float PrePadding_View_2812;
  311. #define View_VolumetricFogGridZParams View_VolumetricFogGridZParamsvb0
  312.  highp vec3 View_VolumetricFogGridZParams;
  313. #define PrePadding_View_2828 PrePadding_View_2828vb0
  314.  highp float PrePadding_View_2828;
  315. #define View_VolumetricFogSVPosToVolumeUV View_VolumetricFogSVPosToVolumeUVvb0
  316.  highp vec2 View_VolumetricFogSVPosToVolumeUV;
  317. #define View_VolumetricFogMaxDistance View_VolumetricFogMaxDistancevb0
  318.  highp float View_VolumetricFogMaxDistance;
  319. #define PrePadding_View_2844 PrePadding_View_2844vb0
  320.  highp float PrePadding_View_2844;
  321. #define View_VolumetricLightmapWorldToUVScale View_VolumetricLightmapWorldToUVScalevb0
  322.  highp vec3 View_VolumetricLightmapWorldToUVScale;
  323. #define PrePadding_View_2860 PrePadding_View_2860vb0
  324.  highp float PrePadding_View_2860;
  325. #define View_VolumetricLightmapWorldToUVAdd View_VolumetricLightmapWorldToUVAddvb0
  326.  highp vec3 View_VolumetricLightmapWorldToUVAdd;
  327. #define PrePadding_View_2876 PrePadding_View_2876vb0
  328.  highp float PrePadding_View_2876;
  329. #define View_VolumetricLightmapIndirectionTextureSize View_VolumetricLightmapIndirectionTextureSizevb0
  330.  highp vec3 View_VolumetricLightmapIndirectionTextureSize;
  331. #define View_VolumetricLightmapBrickSize View_VolumetricLightmapBrickSizevb0
  332.  highp float View_VolumetricLightmapBrickSize;
  333. #define View_VolumetricLightmapBrickTexelSize View_VolumetricLightmapBrickTexelSizevb0
  334.  highp vec3 View_VolumetricLightmapBrickTexelSize;
  335. #define View_StereoIPD View_StereoIPDvb0
  336.  highp float View_StereoIPD;
  337. };
  338. layout(std140) uniform vb1
  339. {
  340. #define Primitive_LocalToWorld Primitive_LocalToWorldvb1
  341.  highp mat4 Primitive_LocalToWorld;
  342. #define Primitive_WorldToLocal Primitive_WorldToLocalvb1
  343.  highp mat4 Primitive_WorldToLocal;
  344. #define Primitive_ObjectWorldPositionAndRadius Primitive_ObjectWorldPositionAndRadiusvb1
  345.  highp vec4 Primitive_ObjectWorldPositionAndRadius;
  346. #define Primitive_ObjectBounds Primitive_ObjectBoundsvb1
  347.  highp vec3 Primitive_ObjectBounds;
  348. #define Primitive_LocalToWorldDeterminantSign Primitive_LocalToWorldDeterminantSignvb1
  349.  highp float Primitive_LocalToWorldDeterminantSign;
  350. #define Primitive_ActorWorldPosition Primitive_ActorWorldPositionvb1
  351.  highp vec3 Primitive_ActorWorldPosition;
  352. #define Primitive_DecalReceiverMask Primitive_DecalReceiverMaskvb1
  353.  highp float Primitive_DecalReceiverMask;
  354. #define Primitive_PerObjectGBufferData Primitive_PerObjectGBufferDatavb1
  355.  highp float Primitive_PerObjectGBufferData;
  356. #define Primitive_UseSingleSampleShadowFromStationaryLights Primitive_UseSingleSampleShadowFromStationaryLightsvb1
  357.  highp float Primitive_UseSingleSampleShadowFromStationaryLights;
  358. #define Primitive_UseVolumetricLightmapShadowFromStationaryLights Primitive_UseVolumetricLightmapShadowFromStationaryLightsvb1
  359.  highp float Primitive_UseVolumetricLightmapShadowFromStationaryLights;
  360. #define Primitive_UseEditorDepthTest Primitive_UseEditorDepthTestvb1
  361.  highp float Primitive_UseEditorDepthTest;
  362. #define Primitive_ObjectOrientation Primitive_ObjectOrientationvb1
  363.  highp vec4 Primitive_ObjectOrientation;
  364. #define Primitive_NonUniformScale Primitive_NonUniformScalevb1
  365.  highp vec4 Primitive_NonUniformScale;
  366. #define Primitive_InvNonUniformScale Primitive_InvNonUniformScalevb1
  367.  highp vec4 Primitive_InvNonUniformScale;
  368. #define Primitive_LocalObjectBoundsMin Primitive_LocalObjectBoundsMinvb1
  369.  highp vec3 Primitive_LocalObjectBoundsMin;
  370. #define PrePadding_Primitive_252 PrePadding_Primitive_252vb1
  371.  highp float PrePadding_Primitive_252;
  372. #define Primitive_LocalObjectBoundsMax Primitive_LocalObjectBoundsMaxvb1
  373.  highp vec3 Primitive_LocalObjectBoundsMax;
  374. #define Primitive_LightingChannelMask Primitive_LightingChannelMaskvb1
  375.  highp uint Primitive_LightingChannelMask;
  376. #define Primitive_LpvBiasMultiplier Primitive_LpvBiasMultipliervb1
  377.  highp float Primitive_LpvBiasMultiplier;
  378. };
  379. layout(std140) uniform vb2
  380. {
  381. #define PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAdd PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAddvb2
  382.  highp vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveAdd;
  383. #define PrePadding_PrecomputedLightingBuffer_12 PrePadding_PrecomputedLightingBuffer_12vb2
  384.  highp float PrePadding_PrecomputedLightingBuffer_12;
  385. #define PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScale PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScalevb2
  386.  highp vec3 PrecomputedLightingBuffer_IndirectLightingCachePrimitiveScale;
  387. #define PrePadding_PrecomputedLightingBuffer_28 PrePadding_PrecomputedLightingBuffer_28vb2
  388.  highp float PrePadding_PrecomputedLightingBuffer_28;
  389. #define PrecomputedLightingBuffer_IndirectLightingCacheMinUV PrecomputedLightingBuffer_IndirectLightingCacheMinUVvb2
  390.  highp vec3 PrecomputedLightingBuffer_IndirectLightingCacheMinUV;
  391. #define PrePadding_PrecomputedLightingBuffer_44 PrePadding_PrecomputedLightingBuffer_44vb2
  392.  highp float PrePadding_PrecomputedLightingBuffer_44;
  393. #define PrecomputedLightingBuffer_IndirectLightingCacheMaxUV PrecomputedLightingBuffer_IndirectLightingCacheMaxUVvb2
  394.  highp vec3 PrecomputedLightingBuffer_IndirectLightingCacheMaxUV;
  395. #define PrePadding_PrecomputedLightingBuffer_60 PrePadding_PrecomputedLightingBuffer_60vb2
  396.  highp float PrePadding_PrecomputedLightingBuffer_60;
  397. #define PrecomputedLightingBuffer_PointSkyBentNormal PrecomputedLightingBuffer_PointSkyBentNormalvb2
  398.  highp vec4 PrecomputedLightingBuffer_PointSkyBentNormal;
  399. #define PrecomputedLightingBuffer_DirectionalLightShadowing PrecomputedLightingBuffer_DirectionalLightShadowingvb2
  400.  highp float PrecomputedLightingBuffer_DirectionalLightShadowing;
  401. #define PrePadding_PrecomputedLightingBuffer_84 PrePadding_PrecomputedLightingBuffer_84vb2
  402.  highp float PrePadding_PrecomputedLightingBuffer_84;
  403. #define PrePadding_PrecomputedLightingBuffer_88 PrePadding_PrecomputedLightingBuffer_88vb2
  404.  highp float PrePadding_PrecomputedLightingBuffer_88;
  405. #define PrePadding_PrecomputedLightingBuffer_92 PrePadding_PrecomputedLightingBuffer_92vb2
  406.  highp float PrePadding_PrecomputedLightingBuffer_92;
  407. #define PrecomputedLightingBuffer_StaticShadowMapMasks PrecomputedLightingBuffer_StaticShadowMapMasksvb2
  408.  highp vec4 PrecomputedLightingBuffer_StaticShadowMapMasks;
  409. #define PrecomputedLightingBuffer_InvUniformPenumbraSizes PrecomputedLightingBuffer_InvUniformPenumbraSizesvb2
  410.  highp vec4 PrecomputedLightingBuffer_InvUniformPenumbraSizes;
  411. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients0 PrecomputedLightingBuffer_IndirectLightingSHCoefficients0vb2
  412.  highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients0[3];
  413. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients1 PrecomputedLightingBuffer_IndirectLightingSHCoefficients1vb2
  414.  highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients1[3];
  415. #define PrecomputedLightingBuffer_IndirectLightingSHCoefficients2 PrecomputedLightingBuffer_IndirectLightingSHCoefficients2vb2
  416.  highp vec4 PrecomputedLightingBuffer_IndirectLightingSHCoefficients2;
  417. #define PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficient PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficientvb2
  418.  highp vec4 PrecomputedLightingBuffer_IndirectLightingSHSingleCoefficient;
  419. #define PrecomputedLightingBuffer_LightMapCoordinateScaleBias PrecomputedLightingBuffer_LightMapCoordinateScaleBiasvb2
  420.  highp vec4 PrecomputedLightingBuffer_LightMapCoordinateScaleBias;
  421. #define PrecomputedLightingBuffer_ShadowMapCoordinateScaleBias PrecomputedLightingBuffer_ShadowMapCoordinateScaleBiasvb2
  422.  highp vec4 PrecomputedLightingBuffer_ShadowMapCoordinateScaleBias;
  423. #define PrecomputedLightingBuffer_LightMapScale PrecomputedLightingBuffer_LightMapScalevb2
  424.  highp vec4 PrecomputedLightingBuffer_LightMapScale[2];
  425. #define PrecomputedLightingBuffer_LightMapAdd PrecomputedLightingBuffer_LightMapAddvb2
  426.  highp vec4 PrecomputedLightingBuffer_LightMapAdd[2];
  427. };
  428.  
  429. void compiler_internal_AdjustInputSemantic(inout vec4 TempVariable)
  430. {
  431. #if HLSLCC_DX11ClipSpace
  432.  TempVariable.y = -TempVariable.y;
  433.  TempVariable.z = ( TempVariable.z + TempVariable.w ) / 2.0;
  434. #endif
  435. }
  436. void compiler_internal_AdjustOutputSemantic(inout vec4 Src)
  437. {
  438. #if HLSLCC_DX11ClipSpace
  439.  Src.y = -Src.y;
  440.  Src.z = ( 2.0 * Src.z ) - Src.w;
  441. #endif
  442. }
  443. bool compiler_internal_AdjustIsFrontFacing(bool isFrontFacing)
  444. {
  445. #if HLSLCC_DX11ClipSpace
  446.  return !isFrontFacing;
  447. #else
  448.  return isFrontFacing;
  449. #endif
  450. }
  451. INTERFACE_LOCATION(0) in highp vec4 in_ATTRIBUTE0;
  452. INTERFACE_LOCATION(1) in vec3 in_ATTRIBUTE1;
  453. INTERFACE_LOCATION(2) in vec4 in_ATTRIBUTE2;
  454. INTERFACE_LOCATION(3) in vec4 in_ATTRIBUTE3;
  455. INTERFACE_LOCATION(4) in highp vec2 in_ATTRIBUTE4;
  456. INTERFACE_LOCATION(15) in highp vec2 in_ATTRIBUTE15;
  457. INTERFACE_LOCATION(0) out highp vec4 var_TEXCOORD10;
  458. INTERFACE_LOCATION(1) out highp vec4 var_TEXCOORD11;
  459. INTERFACE_LOCATION(2) out vec4 var_COLOR0;
  460. INTERFACE_LOCATION(3) out highp vec4 var_TEXCOORD0;
  461. INTERFACE_LOCATION(4) out highp vec4 var_TEXCOORD1;
  462. INTERFACE_LOCATION(5) out highp vec4 var_TEXCOORD4;
  463. INTERFACE_LOCATION(6) out highp vec4 var_TEXCOORD8;
  464. void main()
  465. {
  466.  highp vec4 v0;
  467.  highp vec4 v1;
  468.  highp vec4 v2;
  469.  vec3 v3;
  470.  v3.xyz = (cross((cross(in_ATTRIBUTE2.xyz,in_ATTRIBUTE1)*in_ATTRIBUTE2.www),in_ATTRIBUTE2.xyz)*in_ATTRIBUTE2.www);
  471.  mat3 m4;
  472.  highp mat3 m5;
  473.  m5[0].xyz = Primitive_LocalToWorld[0].xyz;
  474.  m5[1].xyz = Primitive_LocalToWorld[1].xyz;
  475.  m5[2].xyz = Primitive_LocalToWorld[2].xyz;
  476.  mat3 m6;
  477.  mat3 m7;
  478.  m7 = m5;
  479.  m6 = m7;
  480.  m4 = m6;
  481.  m4[0].xyz = (m6[0]*Primitive_InvNonUniformScale.xxx);
  482.  m4[1].xyz = (m4[1]*Primitive_InvNonUniformScale.yyy);
  483.  m4[2].xyz = (m4[2]*Primitive_InvNonUniformScale.zzz);
  484.  highp vec4 v8;
  485.  v8.w = 1.000000e+00;
  486.  v8.xyz = ((((Primitive_LocalToWorld[0].xyz*in_ATTRIBUTE0.xxx)+(Primitive_LocalToWorld[1].xyz*in_ATTRIBUTE0.yyy))+(Primitive_LocalToWorld[2].xyz*in_ATTRIBUTE0.zzz))+(Primitive_LocalToWorld[3].xyz+View_PreViewTranslation));
  487.  v2.xyzw = v8;
  488.  highp vec2 t9[1];
  489.  t9[0].xy = vec2(0.000000e+00,0.000000e+00);
  490.  t9[(1+(-1))].xy = in_ATTRIBUTE4;
  491.  highp vec3 v10;
  492.  v10.xyz = vec3(0.000000e+00,0.000000e+00,0.000000e+00);
  493.  v2.xyz = (v8.xyz+v10);
  494.  highp vec4 v11;
  495.  v11.xyzw = (View_TranslatedWorldToClip[3]+((View_TranslatedWorldToClip[2]*v2.zzzz)+((View_TranslatedWorldToClip[1]*v2.yyyy)+(View_TranslatedWorldToClip[0]*v2.xxxx))));
  496.  v1.xyzw = v2;
  497.  highp float f12;
  498.  f12 = (View_GameTime*6.000000e-01);
  499.  highp vec3 v13;
  500.  v13.xyz = ((v8.xyz+(-View_PreViewTranslation))/vec3(5.120000e+02,5.120000e+02,5.120000e+02));
  501.  highp vec2 v14;
  502.  v14.x = (f12*8.000000e-02);
  503.  v14.y = (f12*8.000000e-02);
  504.  highp vec2 v15;
  505.  v15.x = (f12*-8.000000e-02);
  506.  v15.y = (f12*-8.000000e-02);
  507.  highp vec4 t16[2];
  508.  t16[0].xyzw = vec4(0.000000e+00,0.000000e+00,0.000000e+00,0.000000e+00);
  509.  t16[1].xyzw = vec4(0.000000e+00,0.000000e+00,0.000000e+00,0.000000e+00);
  510.  t16[(0/2)].xy = t9[0];
  511.  highp vec4 t17[2];
  512.  t17[0].xyzw = t16[0];
  513.  t17[1].xyzw = t16[1];
  514.  t17[(1/2)].zw = (v14+v13.xy);
  515.  highp vec4 t18[2];
  516.  t18[0].xyzw = t17[0];
  517.  t18[1].xyzw = t17[1];
  518.  t18[(2/2)].xy = (v15+(v13.xy*vec2(6.900000e-01,6.900000e-01)));
  519.  highp vec4 v19;
  520.  v19.xyzw = vec4(0.000000e+00,0.000000e+00,0.000000e+00,0.000000e+00);
  521.  v19.xy = ((in_ATTRIBUTE15*PrecomputedLightingBuffer_LightMapCoordinateScaleBias.xy)+PrecomputedLightingBuffer_LightMapCoordinateScaleBias.zw);
  522.  v19.zw = vec2(0.000000e+00,0.000000e+00);
  523.  highp vec4 v20;
  524.  v20.w = 0.000000e+00;
  525.  highp vec3 v21;
  526.  v21.xyz = ((v3.zzz*m4[2])+((v3.yyy*m4[1])+(v3.xxx*m4[0])));
  527.  v20.xyz = v21;
  528.  highp vec4 v22;
  529.  highp vec3 v23;
  530.  v23.xyz = ((in_ATTRIBUTE2.zzz*m4[2])+((in_ATTRIBUTE2.yyy*m4[1])+(in_ATTRIBUTE2.xxx*m4[0])));
  531.  v22.xyz = v23;
  532.  highp float f24;
  533.  f24 = in_ATTRIBUTE2.w;
  534.  highp float f25;
  535.  f25 = Primitive_LocalToWorldDeterminantSign;
  536.  v22.w = (f24*f25);
  537.  v1.w = v11.w;
  538.  v0.xyzw = v11;
  539.  var_TEXCOORD10.xyzw = v20;
  540.  var_TEXCOORD11.xyzw = v22;
  541.  var_COLOR0.xyzw = in_ATTRIBUTE3.zyxw;
  542.  var_TEXCOORD0.xyzw = t18[0];
  543.  var_TEXCOORD1.xyzw = t18[1];
  544.  var_TEXCOORD4.xyzw = v19;
  545.  var_TEXCOORD8.xyzw = v1;
  546.  compiler_internal_AdjustOutputSemantic(v0);
  547.  gl_Position.xyzw = v0;
  548. }
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