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Jul 9th, 2018
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  1. #version 310 es
  2.  
  3. layout(set = 0, binding = 2, std140) uniform Bones
  4. {
  5.     mat3x4 Bones_BoneMatrices[75];
  6. } _90;
  7.  
  8. layout(set = 0, binding = 1, std140) uniform Primitive
  9. {
  10.     mat4 Primitive_LocalToWorld;
  11.     mat4 Primitive_WorldToLocal;
  12.     vec4 Primitive_ObjectWorldPositionAndRadius;
  13.     vec3 Primitive_ObjectBounds;
  14.     float Primitive_LocalToWorldDeterminantSign;
  15.     vec3 Primitive_ActorWorldPosition;
  16.     float Primitive_DecalReceiverMask;
  17.     float Primitive_PerObjectGBufferData;
  18.     float Primitive_UseSingleSampleShadowFromStationaryLights;
  19.     float Primitive_UseVolumetricLightmapShadowFromStationaryLights;
  20.     float Primitive_UseEditorDepthTest;
  21.     vec4 Primitive_ObjectOrientation;
  22.     vec4 Primitive_NonUniformScale;
  23.     vec4 Primitive_InvNonUniformScale;
  24.     vec3 Primitive_LocalObjectBoundsMin;
  25.     float PrePadding_Primitive_252;
  26.     vec3 Primitive_LocalObjectBoundsMax;
  27.     uint Primitive_LightingChannelMask;
  28.     float Primitive_LpvBiasMultiplier;
  29. } _315;
  30.  
  31. layout(set = 0, binding = 0, std140) uniform View
  32. {
  33.     mat4 View_TranslatedWorldToClip;
  34.     mat4 View_WorldToClip;
  35.     mat4 View_TranslatedWorldToView;
  36.     mat4 View_ViewToTranslatedWorld;
  37.     mat4 View_TranslatedWorldToCameraView;
  38.     mat4 View_CameraViewToTranslatedWorld;
  39.     mat4 View_ViewToClip;
  40.     mat4 View_ViewToClipNoAA;
  41.     mat4 View_ClipToView;
  42.     mat4 View_ClipToTranslatedWorld;
  43.     mat4 View_SVPositionToTranslatedWorld;
  44.     mat4 View_ScreenToWorld;
  45.     mat4 View_ScreenToTranslatedWorld;
  46.     vec3 View_ViewForward;
  47.     float PrePadding_View_844;
  48.     vec3 View_ViewUp;
  49.     float PrePadding_View_860;
  50.     vec3 View_ViewRight;
  51.     float PrePadding_View_876;
  52.     vec3 View_HMDViewNoRollUp;
  53.     float PrePadding_View_892;
  54.     vec3 View_HMDViewNoRollRight;
  55.     float PrePadding_View_908;
  56.     vec4 View_InvDeviceZToWorldZTransform;
  57.     vec4 View_ScreenPositionScaleBias;
  58.     vec3 View_WorldCameraOrigin;
  59.     float PrePadding_View_956;
  60.     vec3 View_TranslatedWorldCameraOrigin;
  61.     float PrePadding_View_972;
  62.     vec3 View_WorldViewOrigin;
  63.     float PrePadding_View_988;
  64.     vec3 View_PreViewTranslation;
  65.     float PrePadding_View_1004;
  66.     mat4 View_PrevProjection;
  67.     mat4 View_PrevViewProj;
  68.     mat4 View_PrevViewRotationProj;
  69.     mat4 View_PrevViewToClip;
  70.     mat4 View_PrevClipToView;
  71.     mat4 View_PrevTranslatedWorldToClip;
  72.     mat4 View_PrevTranslatedWorldToView;
  73.     mat4 View_PrevViewToTranslatedWorld;
  74.     mat4 View_PrevTranslatedWorldToCameraView;
  75.     mat4 View_PrevCameraViewToTranslatedWorld;
  76.     vec3 View_PrevWorldCameraOrigin;
  77.     float PrePadding_View_1660;
  78.     vec3 View_PrevWorldViewOrigin;
  79.     float PrePadding_View_1676;
  80.     vec3 View_PrevPreViewTranslation;
  81.     float PrePadding_View_1692;
  82.     mat4 View_PrevInvViewProj;
  83.     mat4 View_PrevScreenToTranslatedWorld;
  84.     mat4 View_ClipToPrevClip;
  85.     vec4 View_TemporalAAJitter;
  86.     vec4 View_GlobalClippingPlane;
  87.     vec2 View_FieldOfViewWideAngles;
  88.     vec2 View_PrevFieldOfViewWideAngles;
  89.     vec4 View_ViewRectMin;
  90.     vec4 View_ViewSizeAndInvSize;
  91.     vec4 View_BufferSizeAndInvSize;
  92.     vec4 View_BufferBilinearUVMinMax;
  93.     int View_NumSceneColorMSAASamples;
  94.     float View_PreExposure;
  95.     float View_OneOverPreExposure;
  96.     float PrePadding_View_2012;
  97.     vec4 View_DiffuseOverrideParameter;
  98.     vec4 View_SpecularOverrideParameter;
  99.     vec4 View_NormalOverrideParameter;
  100.     vec2 View_RoughnessOverrideParameter;
  101.     float View_PrevFrameGameTime;
  102.     float View_PrevFrameRealTime;
  103.     float View_OutOfBoundsMask;
  104.     float PrePadding_View_2084;
  105.     float PrePadding_View_2088;
  106.     float PrePadding_View_2092;
  107.     vec3 View_WorldCameraMovementSinceLastFrame;
  108.     float View_CullingSign;
  109.     float View_NearPlane;
  110.     float View_AdaptiveTessellationFactor;
  111.     float View_GameTime;
  112.     float View_RealTime;
  113.     float View_MaterialTextureMipBias;
  114.     float View_MaterialTextureDerivativeMultiply;
  115.     uint View_Random;
  116.     uint View_FrameNumber;
  117.     uint View_StateFrameIndexMod8;
  118.     float View_CameraCut;
  119.     float View_UnlitViewmodeMask;
  120.     float PrePadding_View_2156;
  121.     vec4 View_DirectionalLightColor;
  122.     vec3 View_DirectionalLightDirection;
  123.     float PrePadding_View_2188;
  124.     vec4 View_TranslucencyLightingVolumeMin[2];
  125.     vec4 View_TranslucencyLightingVolumeInvSize[2];
  126.     vec4 View_TemporalAAParams;
  127.     vec4 View_CircleDOFParams;
  128.     float View_DepthOfFieldSensorWidth;
  129.     float View_DepthOfFieldFocalDistance;
  130.     float View_DepthOfFieldScale;
  131.     float View_DepthOfFieldFocalLength;
  132.     float View_DepthOfFieldFocalRegion;
  133.     float View_DepthOfFieldNearTransitionRegion;
  134.     float View_DepthOfFieldFarTransitionRegion;
  135.     float View_MotionBlurNormalizedToPixel;
  136.     float View_bSubsurfacePostprocessEnabled;
  137.     float View_GeneralPurposeTweak;
  138.     float View_DemosaicVposOffset;
  139.     float PrePadding_View_2332;
  140.     vec3 View_IndirectLightingColorScale;
  141.     float View_HDR32bppEncodingMode;
  142.     vec3 View_AtmosphericFogSunDirection;
  143.     float View_AtmosphericFogSunPower;
  144.     float View_AtmosphericFogPower;
  145.     float View_AtmosphericFogDensityScale;
  146.     float View_AtmosphericFogDensityOffset;
  147.     float View_AtmosphericFogGroundOffset;
  148.     float View_AtmosphericFogDistanceScale;
  149.     float View_AtmosphericFogAltitudeScale;
  150.     float View_AtmosphericFogHeightScaleRayleigh;
  151.     float View_AtmosphericFogStartDistance;
  152.     float View_AtmosphericFogDistanceOffset;
  153.     float View_AtmosphericFogSunDiscScale;
  154.     uint View_AtmosphericFogRenderMask;
  155.     uint View_AtmosphericFogInscatterAltitudeSampleNum;
  156.     vec4 View_AtmosphericFogSunColor;
  157.     vec3 View_NormalCurvatureToRoughnessScaleBias;
  158.     float View_RenderingReflectionCaptureMask;
  159.     vec4 View_AmbientCubemapTint;
  160.     float View_AmbientCubemapIntensity;
  161.     float View_SkyLightParameters;
  162.     float PrePadding_View_2472;
  163.     float PrePadding_View_2476;
  164.     vec4 View_SkyLightColor;
  165.     vec4 View_SkyIrradianceEnvironmentMap[7];
  166.     float View_MobilePreviewMode;
  167.     float View_HMDEyePaddingOffset;
  168.     float View_ReflectionCubemapMaxMip;
  169.     float View_ShowDecalsMask;
  170.     uint View_DistanceFieldAOSpecularOcclusionMode;
  171.     float View_IndirectCapsuleSelfShadowingIntensity;
  172.     float PrePadding_View_2632;
  173.     float PrePadding_View_2636;
  174.     vec3 View_ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight;
  175.     int View_StereoPassIndex;
  176.     vec4 View_GlobalVolumeCenterAndExtent[4];
  177.     vec4 View_GlobalVolumeWorldToUVAddAndMul[4];
  178.     float View_GlobalVolumeDimension;
  179.     float View_GlobalVolumeTexelSize;
  180.     float View_MaxGlobalDistance;
  181.     float View_bCheckerboardSubsurfaceProfileRendering;
  182.     vec3 View_VolumetricFogInvGridSize;
  183.     float PrePadding_View_2812;
  184.     vec3 View_VolumetricFogGridZParams;
  185.     float PrePadding_View_2828;
  186.     vec2 View_VolumetricFogSVPosToVolumeUV;
  187.     float View_VolumetricFogMaxDistance;
  188.     float PrePadding_View_2844;
  189.     vec3 View_VolumetricLightmapWorldToUVScale;
  190.     float PrePadding_View_2860;
  191.     vec3 View_VolumetricLightmapWorldToUVAdd;
  192.     float PrePadding_View_2876;
  193.     vec3 View_VolumetricLightmapIndirectionTextureSize;
  194.     float View_VolumetricLightmapBrickSize;
  195.     vec3 View_VolumetricLightmapBrickTexelSize;
  196.     float View_StereoIPD;
  197. } _350;
  198.  
  199. layout(location = 3) in uvec4 in_ATTRIBUTE3;
  200. layout(location = 4) in vec4 in_ATTRIBUTE4;
  201. layout(location = 1) in vec3 in_ATTRIBUTE1;
  202. layout(location = 2) in vec4 in_ATTRIBUTE2;
  203. layout(location = 0) in vec4 in_ATTRIBUTE0;
  204. layout(location = 0) out vec4 out_TEXCOORD10;
  205. layout(location = 1) out vec4 out_TEXCOORD11;
  206. layout(location = 2) out vec4 out_COLOR0;
  207. layout(location = 13) in vec4 in_ATTRIBUTE13;
  208. layout(location = 3) out vec2 out_TEXCOORD0;
  209. layout(location = 5) in vec2 in_ATTRIBUTE5;
  210. layout(location = 4) out vec4 out_TEXCOORD8;
  211.  
  212. void main()
  213. {
  214.     int i3 = int(in_ATTRIBUTE3.x);
  215.     mat3x4 m4;
  216.     m4[0] = in_ATTRIBUTE4.xxxx;
  217.     m4[1] = in_ATTRIBUTE4.xxxx;
  218.     m4[2] = in_ATTRIBUTE4.xxxx;
  219.     int i5 = int(in_ATTRIBUTE3.y);
  220.     mat3x4 m6;
  221.     m6[0] = in_ATTRIBUTE4.yyyy;
  222.     m6[1] = in_ATTRIBUTE4.yyyy;
  223.     m6[2] = in_ATTRIBUTE4.yyyy;
  224.     int i7 = int(in_ATTRIBUTE3.z);
  225.     mat3x4 m8;
  226.     m8[0] = in_ATTRIBUTE4.zzzz;
  227.     m8[1] = in_ATTRIBUTE4.zzzz;
  228.     m8[2] = in_ATTRIBUTE4.zzzz;
  229.     int i9 = int(in_ATTRIBUTE3.w);
  230.     mat3x4 m10;
  231.     m10[0] = in_ATTRIBUTE4.wwww;
  232.     m10[1] = in_ATTRIBUTE4.wwww;
  233.     m10[2] = in_ATTRIBUTE4.wwww;
  234.     mat3x4 m12;
  235.     m12[0] = m4[0] * _90.Bones_BoneMatrices[i3][0];
  236.     m12[1] = m4[1] * _90.Bones_BoneMatrices[i3][1];
  237.     m12[2] = m4[2] * _90.Bones_BoneMatrices[i3][2];
  238.     mat3x4 m13;
  239.     m13[0] = m6[0] * _90.Bones_BoneMatrices[i5][0];
  240.     m13[1] = m6[1] * _90.Bones_BoneMatrices[i5][1];
  241.     m13[2] = m6[2] * _90.Bones_BoneMatrices[i5][2];
  242.     mat3x4 m14;
  243.     m14[0] = m12[0] + m13[0];
  244.     m14[1] = m12[1] + m13[1];
  245.     m14[2] = m12[2] + m13[2];
  246.     mat3x4 m15;
  247.     m15[0] = m8[0] * _90.Bones_BoneMatrices[i7][0];
  248.     m15[1] = m8[1] * _90.Bones_BoneMatrices[i7][1];
  249.     m15[2] = m8[2] * _90.Bones_BoneMatrices[i7][2];
  250.     mat3x4 m16;
  251.     m16[0] = m14[0] + m15[0];
  252.     m16[1] = m14[1] + m15[1];
  253.     m16[2] = m14[2] + m15[2];
  254.     mat3x4 m17;
  255.     m17[0] = m10[0] * _90.Bones_BoneMatrices[i9][0];
  256.     m17[1] = m10[1] * _90.Bones_BoneMatrices[i9][1];
  257.     m17[2] = m10[2] * _90.Bones_BoneMatrices[i9][2];
  258.     mat3x4 m18;
  259.     m18[0] = m16[0] + m17[0];
  260.     m18[1] = m16[1] + m17[1];
  261.     m18[2] = m16[2] + m17[2];
  262.     mat3x4 m11 = m18;
  263.     vec4 v19;
  264.     v19.w = 0.0;
  265.     v19 = vec4(in_ATTRIBUTE1.x, in_ATTRIBUTE1.y, in_ATTRIBUTE1.z, v19.w);
  266.     vec3 v20;
  267.     v20.x = dot(m11[0], v19);
  268.     v20.y = dot(m11[1], v19);
  269.     v20.z = dot(m11[2], v19);
  270.     vec4 v21;
  271.     v21.w = 0.0;
  272.     v21 = vec4(in_ATTRIBUTE2.xyz.x, in_ATTRIBUTE2.xyz.y, in_ATTRIBUTE2.xyz.z, v21.w);
  273.     vec3 v22;
  274.     v22.x = dot(m11[0], v21);
  275.     v22.y = dot(m11[1], v21);
  276.     v22.z = dot(m11[2], v21);
  277.     vec4 v23;
  278.     v23.w = 1.0;
  279.     v23 = vec4(in_ATTRIBUTE0.xyz.x, in_ATTRIBUTE0.xyz.y, in_ATTRIBUTE0.xyz.z, v23.w);
  280.     vec3 v24;
  281.     v24.x = dot(m11[0], v23);
  282.     v24.y = dot(m11[1], v23);
  283.     v24.z = dot(m11[2], v23);
  284.     vec4 v25;
  285.     v25.w = 1.0;
  286.     vec3 _356 = (((_315.Primitive_LocalToWorld[0].xyz * v24.xxx) + (_315.Primitive_LocalToWorld[1].xyz * v24.yyy)) + (_315.Primitive_LocalToWorld[2].xyz * v24.zzz)) + (_315.Primitive_LocalToWorld[3].xyz + _350.View_PreViewTranslation);
  287.     v25 = vec4(_356.x, _356.y, _356.z, v25.w);
  288.     vec4 v2 = v25;
  289.     v2 = vec4(v25.xyz.x, v25.xyz.y, v25.xyz.z, v2.w);
  290.     vec4 v26 = _350.View_TranslatedWorldToClip[3] + ((_350.View_TranslatedWorldToClip[2] * v2.zzzz) + ((_350.View_TranslatedWorldToClip[1] * v2.yyyy) + (_350.View_TranslatedWorldToClip[0] * v2.xxxx)));
  291.     vec4 v1 = v2;
  292.     vec4 v27;
  293.     v27.w = 0.0;
  294.     mat3 m29;
  295.     m29[0] = _315.Primitive_LocalToWorld[0].xyz;
  296.     m29[1] = _315.Primitive_LocalToWorld[1].xyz;
  297.     m29[2] = _315.Primitive_LocalToWorld[2].xyz;
  298.     mat3 m28 = m29;
  299.     m28[0] = m29[0] * _315.Primitive_InvNonUniformScale.xxx;
  300.     m28[1] *= _315.Primitive_InvNonUniformScale.yyy;
  301.     m28[2] *= _315.Primitive_InvNonUniformScale.zzz;
  302.     vec3 _446 = (v22.zzz * m28[2]) + ((v22.yyy * m28[1]) + (v22.xxx * m28[0]));
  303.     vec4 v30;
  304.     v30 = vec4(_446.x, _446.y, _446.z, v30.w);
  305.     v30.w = in_ATTRIBUTE2.w * _315.Primitive_LocalToWorldDeterminantSign;
  306.     vec3 _474 = (v20.zzz * m28[2]) + ((v20.yyy * m28[1]) + (v20.xxx * m28[0]));
  307.     v27 = vec4(_474.x, _474.y, _474.z, v27.w);
  308.     v1.w = v26.w;
  309.     vec4 v0 = v26;
  310.     out_TEXCOORD10 = v27;
  311.     out_TEXCOORD11 = v30;
  312.     out_COLOR0 = in_ATTRIBUTE13;
  313.     out_TEXCOORD0 = in_ATTRIBUTE5;
  314.     out_TEXCOORD8 = v1;
  315.     v0.y = -v26.y;
  316.     gl_Position = v0;
  317. }
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