#version 450 struct VertexOutput { vec4 HPosition; vec4 Uv_EdgeDistance1; vec4 UvStuds_EdgeDistance2; vec4 Color; vec4 LightPosition_Fog; vec4 View_Depth; vec4 Normal_SpecPower; vec3 Tangent; vec4 PosLightSpace_Reflectance; float studIndex; }; struct Surface { vec3 albedo; vec3 normal; float specular; float gloss; float reflectance; float opacity; }; struct SurfaceInput { vec4 Color; vec2 Uv; vec2 UvStuds; }; struct Globals { mat4 ViewProjection; vec4 ViewRight; vec4 ViewUp; vec4 ViewDir; vec3 CameraPosition; vec3 AmbientColor; vec3 Lamp0Color; vec3 Lamp0Dir; vec3 Lamp1Color; vec4 FogParams; vec3 FogColor; vec4 LightBorder; vec4 LightConfig0; vec4 LightConfig1; vec4 LightConfig2; vec4 LightConfig3; vec4 RefractionBias_FadeDistance_GlowFactor; vec4 OutlineBrightness_ShadowInfo; vec4 ShadowMatrix0; vec4 ShadowMatrix1; vec4 ShadowMatrix2; }; struct Params { vec4 LqmatFarTilingFactor; }; VertexOutput _1509; SurfaceInput _1510; vec2 _1511; vec4 _1512; Surface _1531; vec4 _1157; vec4 _1203; vec4 _1284; layout(binding = 0, std140) uniform CB0 { Globals CB0; } _24; uniform sampler2D SPIRV_Cross_CombinedDiffuseMapTextureDiffuseMapSampler; uniform sampler2D SPIRV_Cross_CombinedNormalMapTextureNormalMapSampler; uniform sampler2D SPIRV_Cross_CombinedNormalDetailMapTextureNormalDetailMapSampler; uniform sampler2D SPIRV_Cross_CombinedStudsMapTextureStudsMapSampler; uniform sampler2D SPIRV_Cross_CombinedSpecularMapTextureSpecularMapSampler; uniform sampler3D SPIRV_Cross_CombinedLightMapTextureLightMapSampler; uniform sampler2D SPIRV_Cross_CombinedShadowMapTextureShadowMapSampler; uniform samplerCube SPIRV_Cross_CombinedEnvironmentMapTextureEnvironmentMapSampler; layout(location = 0) in vec4 IN_Uv_EdgeDistance1; layout(location = 1) in vec4 IN_UvStuds_EdgeDistance2; layout(location = 2) in vec4 IN_Color; layout(location = 3) in vec4 IN_LightPosition_Fog; layout(location = 4) in vec4 IN_View_Depth; layout(location = 5) in vec4 IN_Normal_SpecPower; layout(location = 6) in vec3 IN_Tangent; layout(location = 7) in vec4 IN_PosLightSpace_Reflectance; layout(location = 8) in float IN_studIndex; layout(location = 0) out vec4 _entryPointOutput; void main() { VertexOutput _1378; _1378.HPosition = gl_FragCoord; _1378.Uv_EdgeDistance1 = IN_Uv_EdgeDistance1; _1378.UvStuds_EdgeDistance2 = IN_UvStuds_EdgeDistance2; _1378.Color = IN_Color; _1378.LightPosition_Fog = IN_LightPosition_Fog; _1378.View_Depth = IN_View_Depth; _1378.Normal_SpecPower = IN_Normal_SpecPower; _1378.Tangent = IN_Tangent; _1378.PosLightSpace_Reflectance = IN_PosLightSpace_Reflectance; _1378.studIndex = IN_studIndex; SurfaceInput _1400; _1400.Color = IN_Color; _1400.Uv = IN_Uv_EdgeDistance1.xy; _1400.UvStuds = IN_UvStuds_EdgeDistance2.xy; _1400.UvStuds.y = (fract(_1400.UvStuds.y) + IN_studIndex) * 0.25; float _987 = clamp(1.0 - (_1378.View_Depth.w * 0.00333332992158830165863037109375), 0.0, 1.0); float _978 = _1378.View_Depth.w * _24.CB0.RefractionBias_FadeDistance_GlowFactor.y; float _990 = clamp(1.0 - _978, 0.0, 1.0); vec2 _1024 = IN_Uv_EdgeDistance1.xy * 1.0; bool _1124; vec4 _1517; for (;;) { _1124 = 0.0 == 0.0; if (_1124) { _1517 = texture(SPIRV_Cross_CombinedDiffuseMapTextureDiffuseMapSampler, _1024); break; } else { float _1135 = 1.0 / (1.0 - 0.0); _1517 = mix(texture(SPIRV_Cross_CombinedDiffuseMapTextureDiffuseMapSampler, _1024 * 0.25), texture(SPIRV_Cross_CombinedDiffuseMapTextureDiffuseMapSampler, _1024), vec4(clamp((_987 * _1135) - (0.0 * _1135), 0.0, 1.0))); break; } _1517 = _1157; break; } vec4 _1523; for (;;) { if (_1124) { _1523 = texture(SPIRV_Cross_CombinedNormalMapTextureNormalMapSampler, _1024); break; } else { float _1181 = 1.0 / (1.0 - 0.0); _1523 = mix(texture(SPIRV_Cross_CombinedNormalMapTextureNormalMapSampler, _1024 * 0.25), texture(SPIRV_Cross_CombinedNormalMapTextureNormalMapSampler, _1024), vec4(clamp((_990 * _1181) - (0.0 * _1181), 0.0, 1.0))); break; } _1523 = _1203; break; } vec2 _1212 = vec2(1.0); vec2 _1213 = (_1523.wy * 2.0) - _1212; vec3 _1224 = vec3(_1213, sqrt(clamp(1.0 + dot(-_1213, _1213), 0.0, 1.0))); vec4 _1047 = texture(SPIRV_Cross_CombinedNormalDetailMapTextureNormalDetailMapSampler, _1024 * 0.0); vec2 _1231 = (_1047.wy * 2.0) - _1212; vec2 _1054 = _1224.xy + (vec3(_1231, sqrt(clamp(1.0 + dot(-_1231, _1231), 0.0, 1.0))).xy * 0.0); vec3 _1056 = vec3(_1054.x, _1054.y, _1224.z); vec2 _1060 = _1056.xy * _990; vec3 _1062 = vec3(_1060.x, _1060.y, _1056.z); vec4 _1080 = texture(SPIRV_Cross_CombinedStudsMapTextureStudsMapSampler, _1400.UvStuds); vec3 _1085 = ((IN_Color.xyz * (_1517 * 1.0).xyz) * (1.0 + (_1062.x * 0.300000011920928955078125))) * (_1080.x * 2.0); vec4 _1530; for (;;) { if (0.75 == 0.0) { _1530 = texture(SPIRV_Cross_CombinedSpecularMapTextureSpecularMapSampler, _1024); break; } else { float _1262 = 1.0 / (1.0 - 0.75); _1530 = mix(texture(SPIRV_Cross_CombinedSpecularMapTextureSpecularMapSampler, _1024 * 0.25), texture(SPIRV_Cross_CombinedSpecularMapTextureSpecularMapSampler, _1024), vec4(clamp((_990 * _1262) - (0.75 * _1262), 0.0, 1.0))); break; } _1530 = _1284; break; } vec2 _1098 = mix(vec2(0.800000011920928955078125, 120.0), (_1530.xy * vec2(2.0, 256.0)) + vec2(0.0, 0.00999999977648258209228515625), vec2(_990)); Surface _1438; _1438.albedo = _1085; _1438.normal = _1062; float _1442 = _1098.x; _1438.specular = _1442; float _1446 = _1098.y; _1438.gloss = _1446; float _1113 = (_1530.xy.y * _990) * 0.0; _1438.reflectance = _1113; vec4 _767 = vec4(_1085, _1378.Color.w); vec3 _791 = normalize(((IN_Tangent * _1438.normal.x) + (cross(IN_Normal_SpecPower.xyz, IN_Tangent) * _1438.normal.y)) + (IN_Normal_SpecPower.xyz * _1438.normal.z)); vec3 _795 = -_24.CB0.Lamp0Dir; float _796 = dot(_791, _795); float _1328 = clamp(dot(step(_24.CB0.LightConfig3.xyz, abs(IN_LightPosition_Fog.xyz - _24.CB0.LightConfig2.xyz)), vec3(1.0)), 0.0, 1.0); vec4 _1325 = mix(texture(SPIRV_Cross_CombinedLightMapTextureLightMapSampler, IN_LightPosition_Fog.xyz.yzx - (IN_LightPosition_Fog.xyz.yzx * _1328)), _24.CB0.LightBorder, vec4(_1328)); vec2 _1341 = texture(SPIRV_Cross_CombinedShadowMapTextureShadowMapSampler, IN_PosLightSpace_Reflectance.xyz.xy).xy; float _1356 = (1.0 - (((step(_1341.x, IN_PosLightSpace_Reflectance.xyz.z) * clamp(9.0 - (20.0 * abs(IN_PosLightSpace_Reflectance.xyz.z - 0.5)), 0.0, 1.0)) * _1341.y) * _24.CB0.OutlineBrightness_ShadowInfo.w)) * _1325.w; vec3 _846 = mix(_767.xyz, texture(SPIRV_Cross_CombinedEnvironmentMapTextureEnvironmentMapSampler, reflect(-IN_View_Depth.xyz, _791)).xyz, vec3(_1113)); vec3 _884 = (((_24.CB0.AmbientColor + (((_24.CB0.Lamp0Color * clamp(_796, 0.0, 1.0)) + (_24.CB0.Lamp1Color * max(-_796, 0.0))) * _1356)) + _1325.xyz) * vec4(_846.x, _846.y, _846.z, _767.w).xyz) + (_24.CB0.Lamp0Color * (((step(0.0, _796) * _1442) * _1356) * pow(clamp(dot(_791, normalize(_795 + normalize(IN_View_Depth.xyz))), 0.0, 1.0), _1446))); vec4 _886 = vec4(_884.x, _884.y, _884.z, _1512.w); _886.w = vec4(_846.x, _846.y, _846.z, _767.w).w; vec2 _909 = min(IN_Uv_EdgeDistance1.wz, IN_UvStuds_EdgeDistance2.wz); float _916 = min(_909.x, _909.y) / _978; vec3 _926 = _886.xyz * clamp((clamp((_978 * _24.CB0.OutlineBrightness_ShadowInfo.x) + _24.CB0.OutlineBrightness_ShadowInfo.y, 0.0, 1.0) * (1.5 - _916)) + _916, 0.0, 1.0); vec4 _928 = vec4(_926.x, _926.y, _926.z, _886.w); vec3 _938 = mix(_24.CB0.FogColor, _928.xyz, vec3(clamp(_1378.LightPosition_Fog.w, 0.0, 1.0))); _entryPointOutput = vec4(_938.x, _938.y, _938.z, _928.w); }