#version 450 #if defined(GL_EXT_control_flow_attributes) #extension GL_EXT_control_flow_attributes : require #define SPIRV_CROSS_FLATTEN [[flatten]] #define SPIRV_CROSS_BRANCH [[dont_flatten]] #define SPIRV_CROSS_UNROLL [[unroll]] #define SPIRV_CROSS_LOOP [[dont_unroll]] #else #define SPIRV_CROSS_FLATTEN #define SPIRV_CROSS_BRANCH #define SPIRV_CROSS_UNROLL #define SPIRV_CROSS_LOOP #endif struct _15 { vec4 _m0; }; layout(binding = 0, std140) uniform _3_22044 { vec4 _m0; float _m1; vec4 _m2; } _22044; layout(binding = 2, std140) uniform _4_12348 { vec3 _m0; vec3 _m1; float _m2; vec3 _m3; float _m4; vec3 _m5; float _m6; vec3 _m7; float _m8; vec3 _m9; float _m10; vec3 _m11; float _m12; vec2 _m13; vec2 _m14; vec3 _m15; float _m16; float _m17; float _m18; float _m19; float _m20; vec4 _m21; vec4 _m22; layout(row_major) mat4 _m23; vec4 _m24; } _12348; layout(binding = 1, std140) uniform _7_15259 { layout(row_major) mat4 _m0; layout(row_major) mat4 _m1; layout(row_major) mat4 _m2; layout(row_major) mat4 _m3; vec4 _m4; vec4 _m5; float _m6; float _m7; float _m8; float _m9; vec3 _m10; float _m11; vec3 _m12; float _m13; vec3 _m14; float _m15; vec3 _m16; float _m17; float _m18; float _m19; vec2 _m20; vec2 _m21; vec2 _m22; vec4 _m23; vec2 _m24; vec2 _m25; vec2 _m26; vec3 _m27; float _m28; float _m29; float _m30; float _m31; float _m32; vec2 _m33; float _m34; float _m35; vec3 _m36; layout(row_major) mat4 _m37[2]; vec4 _m38[2]; } _15259; uniform sampler2D SPIRV_Cross_Combined; uniform sampler2D SPIRV_Cross_Combined_1; uniform sampler2D SPIRV_Cross_Combined_2; layout(location = 0) out vec4 _4317; void main() { vec4 _17581 = _22044._m2 * _22044._m0.xyxy; vec2 _7011 = _17581.xy; vec2 _21058 = _17581.zw; vec2 _13149 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(0.0, -2.0) * _22044._m0.xy), _7011, _21058); vec3 _12103 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13149, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17670 = textureLod(SPIRV_Cross_Combined_1, _13149, 0.0); float _16938 = _17670.y; vec3 _7719; SPIRV_CROSS_BRANCH if (_16938 > 0.0) { _7719 = _12103 + (textureLod(SPIRV_Cross_Combined_2, _13149, 0.0).xyz * clamp(_16938 * _17670.z, 0.0, 1.0)); } else { _7719 = _12103; } vec2 _13150 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(-1.0) * _22044._m0.xy), _7011, _21058); vec3 _12104 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13150, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17671 = textureLod(SPIRV_Cross_Combined_1, _13150, 0.0); float _16939 = _17671.y; vec3 _7720; SPIRV_CROSS_BRANCH if (_16939 > 0.0) { _7720 = _12104 + (textureLod(SPIRV_Cross_Combined_2, _13150, 0.0).xyz * clamp(_16939 * _17671.z, 0.0, 1.0)); } else { _7720 = _12104; } vec2 _13151 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(0.0, -1.0) * _22044._m0.xy), _7011, _21058); vec3 _12105 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13151, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17672 = textureLod(SPIRV_Cross_Combined_1, _13151, 0.0); float _16940 = _17672.y; vec3 _7721; SPIRV_CROSS_BRANCH if (_16940 > 0.0) { _7721 = _12105 + (textureLod(SPIRV_Cross_Combined_2, _13151, 0.0).xyz * clamp(_16940 * _17672.z, 0.0, 1.0)); } else { _7721 = _12105; } vec2 _13152 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(1.0, -1.0) * _22044._m0.xy), _7011, _21058); vec3 _12106 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13152, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17673 = textureLod(SPIRV_Cross_Combined_1, _13152, 0.0); float _16941 = _17673.y; vec3 _7722; SPIRV_CROSS_BRANCH if (_16941 > 0.0) { _7722 = _12106 + (textureLod(SPIRV_Cross_Combined_2, _13152, 0.0).xyz * clamp(_16941 * _17673.z, 0.0, 1.0)); } else { _7722 = _12106; } vec2 _13153 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(-2.0, 0.0) * _22044._m0.xy), _7011, _21058); vec3 _12107 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13153, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17674 = textureLod(SPIRV_Cross_Combined_1, _13153, 0.0); float _16942 = _17674.y; vec3 _7723; SPIRV_CROSS_BRANCH if (_16942 > 0.0) { _7723 = _12107 + (textureLod(SPIRV_Cross_Combined_2, _13153, 0.0).xyz * clamp(_16942 * _17674.z, 0.0, 1.0)); } else { _7723 = _12107; } vec2 _13154 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(-1.0, 0.0) * _22044._m0.xy), _7011, _21058); vec3 _12108 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13154, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17675 = textureLod(SPIRV_Cross_Combined_1, _13154, 0.0); float _16943 = _17675.y; vec3 _7724; SPIRV_CROSS_BRANCH if (_16943 > 0.0) { _7724 = _12108 + (textureLod(SPIRV_Cross_Combined_2, _13154, 0.0).xyz * clamp(_16943 * _17675.z, 0.0, 1.0)); } else { _7724 = _12108; } vec2 _13155 = clamp(gl_FragCoord.xy * _15259._m23.xy, _7011, _21058); vec3 _12109 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13155, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17676 = textureLod(SPIRV_Cross_Combined_1, _13155, 0.0); float _16944 = _17676.y; vec3 _7725; SPIRV_CROSS_BRANCH if (_16944 > 0.0) { _7725 = _12109 + (textureLod(SPIRV_Cross_Combined_2, _13155, 0.0).xyz * clamp(_16944 * _17676.z, 0.0, 1.0)); } else { _7725 = _12109; } vec2 _13156 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(1.0, 0.0) * _22044._m0.xy), _7011, _21058); vec3 _12110 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13156, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17677 = textureLod(SPIRV_Cross_Combined_1, _13156, 0.0); float _16945 = _17677.y; vec3 _7726; SPIRV_CROSS_BRANCH if (_16945 > 0.0) { _7726 = _12110 + (textureLod(SPIRV_Cross_Combined_2, _13156, 0.0).xyz * clamp(_16945 * _17677.z, 0.0, 1.0)); } else { _7726 = _12110; } vec2 _13157 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(2.0, 0.0) * _22044._m0.xy), _7011, _21058); vec3 _12111 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13157, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17678 = textureLod(SPIRV_Cross_Combined_1, _13157, 0.0); float _16946 = _17678.y; vec3 _7727; SPIRV_CROSS_BRANCH if (_16946 > 0.0) { _7727 = _12111 + (textureLod(SPIRV_Cross_Combined_2, _13157, 0.0).xyz * clamp(_16946 * _17678.z, 0.0, 1.0)); } else { _7727 = _12111; } vec2 _13158 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(-1.0, 1.0) * _22044._m0.xy), _7011, _21058); vec3 _12112 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13158, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17679 = textureLod(SPIRV_Cross_Combined_1, _13158, 0.0); float _16947 = _17679.y; vec3 _7728; SPIRV_CROSS_BRANCH if (_16947 > 0.0) { _7728 = _12112 + (textureLod(SPIRV_Cross_Combined_2, _13158, 0.0).xyz * clamp(_16947 * _17679.z, 0.0, 1.0)); } else { _7728 = _12112; } vec2 _13159 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(0.0, 1.0) * _22044._m0.xy), _7011, _21058); vec3 _12113 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13159, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17680 = textureLod(SPIRV_Cross_Combined_1, _13159, 0.0); float _16948 = _17680.y; vec3 _7729; SPIRV_CROSS_BRANCH if (_16948 > 0.0) { _7729 = _12113 + (textureLod(SPIRV_Cross_Combined_2, _13159, 0.0).xyz * clamp(_16948 * _17680.z, 0.0, 1.0)); } else { _7729 = _12113; } vec2 _13160 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, _22044._m0.xy), _7011, _21058); vec3 _12114 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13160, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17681 = textureLod(SPIRV_Cross_Combined_1, _13160, 0.0); float _16949 = _17681.y; vec3 _7730; SPIRV_CROSS_BRANCH if (_16949 > 0.0) { _7730 = _12114 + (textureLod(SPIRV_Cross_Combined_2, _13160, 0.0).xyz * clamp(_16949 * _17681.z, 0.0, 1.0)); } else { _7730 = _12114; } vec2 _13161 = clamp(fma(gl_FragCoord.xy, _15259._m23.xy, vec2(0.0, 2.0) * _22044._m0.xy), _7011, _21058); vec3 _12115 = _12348._m5 * clamp(textureLod(SPIRV_Cross_Combined, _13161, 0.0).w * _22044._m1, 0.0, 1.0); vec4 _17682 = textureLod(SPIRV_Cross_Combined_1, _13161, 0.0); float _16950 = _17682.y; vec3 _7731; SPIRV_CROSS_BRANCH if (_16950 > 0.0) { _7731 = _12115 + (textureLod(SPIRV_Cross_Combined_2, _13161, 0.0).xyz * clamp(_16950 * _17682.z, 0.0, 1.0)); } else { _7731 = _12115; } vec3 _13750 = (((((((((((((_7719 * 0.5).xyz + (_7720 * 0.5)).xyz + (_7721 * 0.75)).xyz + (_7722 * 0.5)).xyz + (_7723 * 0.5)).xyz + (_7724 * 0.75)).xyz + (_7725 * 1.0)).xyz + (_7726 * 0.75)).xyz + (_7727 * 0.5)).xyz + (_7728 * 0.5)).xyz + (_7729 * 0.75)).xyz + (_7730 * 0.5)).xyz + (_7731 * 0.5)).xyz * vec3(0.125); _15 _25050 = _15(vec4(_13750.x, _13750.y, _13750.z, vec4(0.0).w)); _25050._m0.w = 1.0; _4317 = _25050._m0; }