SREV_TAMEMAN_TAM BakedColorLDMS_TAMNMOD_TAMMFER_TAMTFER_TAM BIU_TAMMaterialParams BIS_TAMMaterialParams BUS_TAMMaterialParamsSSOD_TAMISOD_TAMNELB_TAMDMRT_TAMLFER_TAMSWED_TAMIRWC_TAMIRWD_TAMSETD_TAMOMUC_TAMPORP_TAMDAHS_TAMLMHS_TAMROIC_TAMAQER_TAMAAPS_TAMRAVS_TAM>RHTS_TAML>ODEV_TAMRTNI_TAMPDSC_TAMTXET_CID~;#version 300 eslayout(std140) uniform FrameUniforms{mat4 a;mat4 b;mat4 c;mat4 d;mat4 e;mat4 f;mat4 g[4];vec4 h;vec4 i;vec3 j;float k;mediump vec4 l;mediump vec4 m;mediump vec2 n;mediump float o;mediump uint p;mediump vec3 q;mediump uint r;mediump float s;mediump float t;mediump float u;mediump float v;mediump vec4 w;mediump uvec2 x;mediump vec2 y;mediump float z;mediump float az;float bz;mediump float cz;mediump vec3 dz[9];mediump vec4 ez;mediump float fz;mediump float gz;mediump float hz;mediump uint iz;mediump vec3 jz;mediump float kz;mediump float lz;mediump float mz;mediump float nz;mediump float oz;mediump vec3 pz;mediump float qz;mediump float rz;mediump float sz;mediump float tz;mediump uint uz;mediump float vz;mediump float wz;mediump float xz;mediump float yz;mediump vec2 zz;mediump vec2 azz;mediump float bzz;mediump float czz;mediump float dzz;mediump uint ezz;mediump float fzz;float gzz;float hzz;float izz;mat4 jzz;mat4 kzz;mediump float lzz;mediump float mzz;mediump float nzz;mediump float ozz;mediump vec4 pzz[49];} frameUniforms;layout(std140) uniform ObjectUniformsmat3 b;mediump uint c;mediump uint d;mediump uint e;mediump uint f;mediump float g;} objectUniforms;layout(location = 0) in vec4 mesh_position;layout(location = 2) in vec4 mesh_color;out mediump vec4 vertex_color;out vec4 vertex_worldPosition;out vec4 vertex_position;void main()vec4 _199 = (objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3]));vertex_color = mesh_color;vertex_worldPosition.x = _199.x;vertex_worldPosition.y = _199.y;vertex_worldPosition.z = _199.z;gl_Position = frameUniforms.e * _199;vertex_position = gl_Position;gl_Position.z = dot(gl_Position.zw, frameUniforms.zz);}precision mediump float;precision mediump int;in vec4 vertex_color;in highp vec4 vertex_worldPosition;in highp vec4 vertex_position;layout(location = 0) out vec4 fragColor;fragColor = vertex_color;struct BoneDatamat3x4 transform;uvec4 cof;};layout(std140) uniform BonesUniformsBoneData a[256];} bonesUniforms;layout(std140) uniform MorphingUniformsmediump vec4 a[256];} morphingUniforms;uniform highp sampler2DArray morphTargetBuffer_positions;layout(location = 5) in uvec4 mesh_bone_indices;layout(location = 6) in vec4 mesh_bone_weights;vec4 _640;vec4 _637;if ((objectUniforms.d & 2u) != 0u)vec4 _636;ivec3 _639;_639 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);_636 = mesh_position;for (uint _635 = 0u; _635 < objectUniforms.c; )ivec3 _600 = _639;_600.z = int(_635);_639 = _600;_636 += (texelFetch(morphTargetBuffer_positions, _600, 0) * morphingUniforms.a[_635].x);_635++;continue;_637 = _636;else_637 = mesh_position;vec4 _638;if ((objectUniforms.d & 1u) != 0u)mat4x3 _465 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _492 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _519 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _546 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _458 = (((((_465[0] * _637.x) + ((_465[1] * _637.y) + ((_465[2] * _637.z) + _465[3]))) * mesh_bone_weights.x) + (((_492[0] * _637.x) + ((_492[1] * _637.y) + ((_492[2] * _637.z) + _492[3]))) * mesh_bone_weights.y)) + (((_519[0] * _637.x) + ((_519[1] * _637.y) + ((_519[2] * _637.z) + _519[3]))) * mesh_bone_weights.z)) + (((_546[0] * _637.x) + ((_546[1] * _637.y) + ((_546[2] * _637.z) + _546[3]))) * mesh_bone_weights.w);vec4 _630 = _640;_630.x = _458.x;vec4 _632 = _630;_632.y = _458.y;vec4 _634 = _632;_634.z = _458.z;_638 = _634;_638 = _637;vec4 _581 = (objectUniforms.a[0] * _638.x) + ((objectUniforms.a[1] * _638.y) + ((objectUniforms.a[2] * _638.z) + objectUniforms.a[3]));vertex_worldPosition.x = _581.x;vertex_worldPosition.y = _581.y;vertex_worldPosition.z = _581.z;gl_Position = frameUniforms.e * _581;gl_Position = frameUniforms.e * ((objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3])));vec4 _625;vec4 _622;vec4 _621;ivec3 _624;_624 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);_621 = mesh_position;for (uint _620 = 0u; _620 < objectUniforms.c; )ivec3 _585 = _624;_585.z = int(_620);_624 = _585;_621 += (texelFetch(morphTargetBuffer_positions, _585, 0) * morphingUniforms.a[_620].x);_620++;_622 = _621;_622 = mesh_position;vec4 _623;mat4x3 _454 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _481 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _508 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _535 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _447 = (((((_454[0] * _622.x) + ((_454[1] * _622.y) + ((_454[2] * _622.z) + _454[3]))) * mesh_bone_weights.x) + (((_481[0] * _622.x) + ((_481[1] * _622.y) + ((_481[2] * _622.z) + _481[3]))) * mesh_bone_weights.y)) + (((_508[0] * _622.x) + ((_508[1] * _622.y) + ((_508[2] * _622.z) + _508[3]))) * mesh_bone_weights.z)) + (((_535[0] * _622.x) + ((_535[1] * _622.y) + ((_535[2] * _622.z) + _535[3]))) * mesh_bone_weights.w);vec4 _615 = _625;_615.x = _447.x;vec4 _617 = _615;_617.y = _447.y;vec4 _619 = _617;_619.z = _447.z;_623 = _619;_623 = _622;gl_Position = frameUniforms.e * ((objectUniforms.a[0] * _623.x) + ((objectUniforms.a[1] * _623.y) + ((objectUniforms.a[2] * _623.z) + objectUniforms.a[3])));highp mat4 a;highp mat4 b;highp mat4 c;highp mat4 d;highp mat4 e;highp mat4 f;highp mat4 g[4];highp vec4 h;highp vec4 i;highp vec3 j;highp float k;vec4 l;vec4 m;vec2 n;float o;uint p;vec3 q;uint r;float s;float t;float u;float v;vec4 w;uvec2 x;vec2 y;float z;float az;highp float bz;float cz;vec3 dz[9];vec4 ez;float fz;float gz;float hz;uint iz;vec3 jz;float kz;float lz;float mz;float nz;float oz;vec3 pz;float qz;float rz;float sz;float tz;uint uz;float vz;float wz;float xz;float yz;vec2 zz;vec2 azz;float bzz;float czz;float dzz;uint ezz;float fzz;highp float gzz;highp float hzz;highp float izz;highp mat4 jzz;highp mat4 kzz;float lzz;float mzz;float nzz;float ozz;vec4 pzz[49];uniform mediump samplerCube light_iblSpecular;highp vec3 _300 = vertex_worldPosition.xyz - frameUniforms.j;vec4 _554;if (frameUniforms.qz > 0.0)float _415 = length(_300);float _418 = max(0.001000000047497451305389404296875, _300.y);float _428 = frameUniforms.qz * ((1.0 - exp((-frameUniforms.oz) * _418)) / _418);float _444 = min(max(1.0 - exp2(-(_428 * max(_415 - frameUniforms.lz, 0.0))), 0.0), frameUniforms.mz);vec3 _550;if (frameUniforms.tz > 0.0)_550 = frameUniforms.pz * (textureLod(light_iblSpecular, _300, frameUniforms.fz).xyz * frameUniforms.az);_550 = frameUniforms.pz;vec3 _466 = _550 * _444;vec3 _553;if (frameUniforms.sz > 0.0)_553 = _466 + ((frameUniforms.l.xyz * frameUniforms.l.w) * (pow(max(dot(_300, frameUniforms.q) / _415, 0.0), frameUniforms.sz) * max(1.0 - exp2(-(_428 * max(_415 - frameUniforms.rz, 0.0))), 0.0)));_553 = _466;vec3 _514 = (fragColor.xyz * (1.0 - _444)) + _553;vec4 _545 = fragColor;_545.x = _514.x;vec4 _547 = _545;_547.y = _514.y;vec4 _549 = _547;_549.z = _514.z;_554 = _549;_554 = fragColor;fragColor = _554;highp mat3 b;uint c;uint d;uint e;uint f;float g;layout(location = 0) out highp uvec2 outPicking;outPicking.x = objectUniforms.f;outPicking.y = floatBitsToUint(vertex_position.z / vertex_position.w);fragColor = vec4(0.0);vec4 _225 = (objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3]));gl_Position = frameUniforms.e * _225;vertex_worldPosition.w = frameUniforms.bzz * (((((-(frameUniforms.a * _225).z) * frameUniforms.gzz) - frameUniforms.hzz) * 2.0) - 1.0);highp float _42 = exp(vertex_worldPosition.w);highp float _136 = dFdx(_42);highp float _137 = dFdy(_42);fragColor.x = _42;fragColor.y = (_42 * _42) + (0.25 * ((_136 * _136) + (_137 * _137)));fragColor.z = 0.0;fragColor.w = 0.0;vec4 _666;vec4 _663;vec4 _662;ivec3 _665;_665 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);_662 = mesh_position;for (uint _661 = 0u; _661 < objectUniforms.c; )ivec3 _626 = _665;_626.z = int(_661);_665 = _626;_662 += (texelFetch(morphTargetBuffer_positions, _626, 0) * morphingUniforms.a[_661].x);_661++;_663 = _662;_663 = mesh_position;vec4 _664;mat4x3 _488 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _515 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _542 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _569 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _481 = (((((_488[0] * _663.x) + ((_488[1] * _663.y) + ((_488[2] * _663.z) + _488[3]))) * mesh_bone_weights.x) + (((_515[0] * _663.x) + ((_515[1] * _663.y) + ((_515[2] * _663.z) + _515[3]))) * mesh_bone_weights.y)) + (((_542[0] * _663.x) + ((_542[1] * _663.y) + ((_542[2] * _663.z) + _542[3]))) * mesh_bone_weights.z)) + (((_569[0] * _663.x) + ((_569[1] * _663.y) + ((_569[2] * _663.z) + _569[3]))) * mesh_bone_weights.w);vec4 _656 = _666;_656.x = _481.x;vec4 _658 = _656;_658.y = _481.y;vec4 _660 = _658;_660.z = _481.z;_664 = _660;_664 = _663;vec4 _604 = (objectUniforms.a[0] * _664.x) + ((objectUniforms.a[1] * _664.y) + ((objectUniforms.a[2] * _664.z) + objectUniforms.a[3]));gl_Position = frameUniforms.e * _604;vertex_worldPosition.w = frameUniforms.bzz * (((((-(frameUniforms.a * _604).z) * frameUniforms.gzz) - frameUniforms.hzz) * 2.0) - 1.0);#version 410#extension GL_ARB_shading_language_packing : enablelayout(location = 9) out vec4 vertex_color;layout(location = 4) out vec4 vertex_worldPosition;layout(location = 7) out vec4 vertex_position;vec4 _200 = (objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3]));vertex_worldPosition.x = _200.x;vertex_worldPosition.y = _200.y;vertex_worldPosition.z = _200.z;gl_Position = frameUniforms.e * _200;layout(location = 9) in vec4 vertex_color;layout(location = 4) in vec4 vertex_worldPosition;layout(location = 7) in vec4 vertex_position;vec4 a[256];uniform sampler2DArray morphTargetBuffer_positions;vec4 _641;ivec3 _640;_640 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);for (uint _636 = 0u; _636 < objectUniforms.c; )ivec3 _601 = _640;_601.z = int(_636);_640 = _601;_637 += (texelFetch(morphTargetBuffer_positions, _601, 0) * morphingUniforms.a[_636].x);_636++;_638 = mesh_position;vec4 _639;mat4x3 _466 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _493 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _520 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _547 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _459 = (((((_466[0] * _638.x) + ((_466[1] * _638.y) + ((_466[2] * _638.z) + _466[3]))) * mesh_bone_weights.x) + (((_493[0] * _638.x) + ((_493[1] * _638.y) + ((_493[2] * _638.z) + _493[3]))) * mesh_bone_weights.y)) + (((_520[0] * _638.x) + ((_520[1] * _638.y) + ((_520[2] * _638.z) + _520[3]))) * mesh_bone_weights.z)) + (((_547[0] * _638.x) + ((_547[1] * _638.y) + ((_547[2] * _638.z) + _547[3]))) * mesh_bone_weights.w);vec4 _631 = _641;_631.x = _459.x;vec4 _633 = _631;_633.y = _459.y;vec4 _635 = _633;_635.z = _459.z;_639 = _635;_639 = _638;vec4 _582 = (objectUniforms.a[0] * _639.x) + ((objectUniforms.a[1] * _639.y) + ((objectUniforms.a[2] * _639.z) + objectUniforms.a[3]));vertex_worldPosition.x = _582.x;vertex_worldPosition.y = _582.y;vertex_worldPosition.z = _582.z;gl_Position = frameUniforms.e * _582;vec4 _626;ivec3 _625;_625 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);for (uint _621 = 0u; _621 < objectUniforms.c; )ivec3 _586 = _625;_586.z = int(_621);_625 = _586;_622 += (texelFetch(morphTargetBuffer_positions, _586, 0) * morphingUniforms.a[_621].x);_621++;_623 = mesh_position;vec4 _624;mat4x3 _455 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _482 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _509 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _536 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _448 = (((((_455[0] * _623.x) + ((_455[1] * _623.y) + ((_455[2] * _623.z) + _455[3]))) * mesh_bone_weights.x) + (((_482[0] * _623.x) + ((_482[1] * _623.y) + ((_482[2] * _623.z) + _482[3]))) * mesh_bone_weights.y)) + (((_509[0] * _623.x) + ((_509[1] * _623.y) + ((_509[2] * _623.z) + _509[3]))) * mesh_bone_weights.z)) + (((_536[0] * _623.x) + ((_536[1] * _623.y) + ((_536[2] * _623.z) + _536[3]))) * mesh_bone_weights.w);vec4 _616 = _626;_616.x = _448.x;vec4 _618 = _616;_618.y = _448.y;vec4 _620 = _618;_620.z = _448.z;_624 = _620;_624 = _623;gl_Position = frameUniforms.e * ((objectUniforms.a[0] * _624.x) + ((objectUniforms.a[1] * _624.y) + ((objectUniforms.a[2] * _624.z) + objectUniforms.a[3])));uniform samplerCube light_iblSpecular;vec3 _300 = vertex_worldPosition.xyz - frameUniforms.j;layout(location = 0) out uvec2 outPicking;vec4 _226 = (objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3]));gl_Position = frameUniforms.e * _226;vertex_worldPosition.w = frameUniforms.bzz * (((((-(frameUniforms.a * _226).z) * frameUniforms.gzz) - frameUniforms.hzz) * 2.0) - 1.0);float _42 = exp(vertex_worldPosition.w);float _136 = dFdx(_42);float _137 = dFdy(_42);vec4 _667;ivec3 _666;_666 = ivec3(gl_VertexID % 2048, gl_VertexID / 2048, 0);for (uint _662 = 0u; _662 < objectUniforms.c; )ivec3 _627 = _666;_627.z = int(_662);_666 = _627;_663 += (texelFetch(morphTargetBuffer_positions, _627, 0) * morphingUniforms.a[_662].x);_662++;_664 = mesh_position;vec4 _665;mat4x3 _489 = transpose(bonesUniforms.a[mesh_bone_indices.x].transform);mat4x3 _516 = transpose(bonesUniforms.a[mesh_bone_indices.y].transform);mat4x3 _543 = transpose(bonesUniforms.a[mesh_bone_indices.z].transform);mat4x3 _570 = transpose(bonesUniforms.a[mesh_bone_indices.w].transform);vec3 _482 = (((((_489[0] * _664.x) + ((_489[1] * _664.y) + ((_489[2] * _664.z) + _489[3]))) * mesh_bone_weights.x) + (((_516[0] * _664.x) + ((_516[1] * _664.y) + ((_516[2] * _664.z) + _516[3]))) * mesh_bone_weights.y)) + (((_543[0] * _664.x) + ((_543[1] * _664.y) + ((_543[2] * _664.z) + _543[3]))) * mesh_bone_weights.z)) + (((_570[0] * _664.x) + ((_570[1] * _664.y) + ((_570[2] * _664.z) + _570[3]))) * mesh_bone_weights.w);vec4 _657 = _667;_657.x = _482.x;vec4 _659 = _657;_659.y = _482.y;vec4 _661 = _659;_661.z = _482.z;_665 = _661;_665 = _664;vec4 _605 = (objectUniforms.a[0] * _665.x) + ((objectUniforms.a[1] * _665.y) + ((objectUniforms.a[2] * _665.z) + objectUniforms.a[3]));gl_Position = frameUniforms.e * _605;vertex_worldPosition.w = frameUniforms.bzz * (((((-(frameUniforms.a * _605).z) * frameUniforms.gzz) - frameUniforms.hzz) * 2.0) - 1.0);LSLG_TAM,| 0D$PBPX2n< X  ` x   0 D P PX`b  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^ _`abcdUe^ fghi  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOjklmnopPqrQRSTsUtuvwxyz{|}~^^^^^W\]^]  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQTSRU\]^ _`bcaU^O fghi  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOjklmnopPqrQTSRUu^^^^^\]^r|_`GabcdUe^^ ^ ^   ^^^_`HOcbaU^ _`abcdU^j_  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQSTRU !\]^_`bdcaU"#$%&'(^ fghi  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOjklmnopPqrQSTR)U*u+,-./01234^5^6^789:;<=>?@ABC^D^EFG\]^cHI =>?@AGHIOPQJKLUMWNOPQ\]^! 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