#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; }; _15 _10264; 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() { _15 _13863; _13863._m0 = vec4(0.0); vec2 _19927 = gl_FragCoord.xy * _15259._m23.xy; vec4 _17581 = _22044._m2 * _22044._m0.xyxy; vec2 _13149 = clamp(_19927 + (vec3(0.0, -2.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7719; SPIRV_CROSS_BRANCH if (_17670.y > 0.0) { _7719 = _12103 + (textureLod(SPIRV_Cross_Combined_2, _13149, 0.0).xyz * clamp(_17670.y * _17670.z, 0.0, 1.0)); } else { _7719 = _12103; } vec3 _22177 = vec4(0.0).xyz + (_7719 * 0.5); vec4 _15527 = vec4(_22177.x, _22177.y, _22177.z, vec4(0.0).w); _13863._m0 = _15527; vec2 _13150 = clamp(_19927 + (vec3(-1.0, -1.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7720; SPIRV_CROSS_BRANCH if (_17671.y > 0.0) { _7720 = _12104 + (textureLod(SPIRV_Cross_Combined_2, _13150, 0.0).xyz * clamp(_17671.y * _17671.z, 0.0, 1.0)); } else { _7720 = _12104; } vec3 _22178 = _15527.xyz + (_7720 * 0.5); vec4 _15528 = vec4(_22178.x, _22178.y, _22178.z, _15527.w); _13863._m0 = _15528; vec2 _13151 = clamp(_19927 + (vec3(0.0, -1.0, 0.75).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7721; SPIRV_CROSS_BRANCH if (_17672.y > 0.0) { _7721 = _12105 + (textureLod(SPIRV_Cross_Combined_2, _13151, 0.0).xyz * clamp(_17672.y * _17672.z, 0.0, 1.0)); } else { _7721 = _12105; } vec3 _22179 = _15528.xyz + (_7721 * 0.75); vec4 _15529 = vec4(_22179.x, _22179.y, _22179.z, _15528.w); _13863._m0 = _15529; vec2 _13152 = clamp(_19927 + (vec3(1.0, -1.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7722; SPIRV_CROSS_BRANCH if (_17673.y > 0.0) { _7722 = _12106 + (textureLod(SPIRV_Cross_Combined_2, _13152, 0.0).xyz * clamp(_17673.y * _17673.z, 0.0, 1.0)); } else { _7722 = _12106; } vec3 _22180 = _15529.xyz + (_7722 * 0.5); vec4 _15530 = vec4(_22180.x, _22180.y, _22180.z, _15529.w); _13863._m0 = _15530; vec2 _13153 = clamp(_19927 + (vec3(-2.0, 0.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7723; SPIRV_CROSS_BRANCH if (_17674.y > 0.0) { _7723 = _12107 + (textureLod(SPIRV_Cross_Combined_2, _13153, 0.0).xyz * clamp(_17674.y * _17674.z, 0.0, 1.0)); } else { _7723 = _12107; } vec3 _22181 = _15530.xyz + (_7723 * 0.5); vec4 _15531 = vec4(_22181.x, _22181.y, _22181.z, _15530.w); _13863._m0 = _15531; vec2 _13154 = clamp(_19927 + (vec3(-1.0, 0.0, 0.75).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7724; SPIRV_CROSS_BRANCH if (_17675.y > 0.0) { _7724 = _12108 + (textureLod(SPIRV_Cross_Combined_2, _13154, 0.0).xyz * clamp(_17675.y * _17675.z, 0.0, 1.0)); } else { _7724 = _12108; } vec3 _22182 = _15531.xyz + (_7724 * 0.75); vec4 _15532 = vec4(_22182.x, _22182.y, _22182.z, _15531.w); _13863._m0 = _15532; vec2 _13155 = clamp(_19927 + (vec3(0.0, 0.0, 1.0).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7725; SPIRV_CROSS_BRANCH if (_17676.y > 0.0) { _7725 = _12109 + (textureLod(SPIRV_Cross_Combined_2, _13155, 0.0).xyz * clamp(_17676.y * _17676.z, 0.0, 1.0)); } else { _7725 = _12109; } vec3 _22183 = _15532.xyz + (_7725 * 1.0); vec4 _15533 = vec4(_22183.x, _22183.y, _22183.z, _15532.w); _13863._m0 = _15533; vec2 _13156 = clamp(_19927 + (vec3(1.0, 0.0, 0.75).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7726; SPIRV_CROSS_BRANCH if (_17677.y > 0.0) { _7726 = _12110 + (textureLod(SPIRV_Cross_Combined_2, _13156, 0.0).xyz * clamp(_17677.y * _17677.z, 0.0, 1.0)); } else { _7726 = _12110; } vec3 _22184 = _15533.xyz + (_7726 * 0.75); vec4 _15534 = vec4(_22184.x, _22184.y, _22184.z, _15533.w); _13863._m0 = _15534; vec2 _13157 = clamp(_19927 + (vec3(2.0, 0.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7727; SPIRV_CROSS_BRANCH if (_17678.y > 0.0) { _7727 = _12111 + (textureLod(SPIRV_Cross_Combined_2, _13157, 0.0).xyz * clamp(_17678.y * _17678.z, 0.0, 1.0)); } else { _7727 = _12111; } vec3 _22185 = _15534.xyz + (_7727 * 0.5); vec4 _15535 = vec4(_22185.x, _22185.y, _22185.z, _15534.w); _13863._m0 = _15535; vec2 _13158 = clamp(_19927 + (vec3(-1.0, 1.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7728; SPIRV_CROSS_BRANCH if (_17679.y > 0.0) { _7728 = _12112 + (textureLod(SPIRV_Cross_Combined_2, _13158, 0.0).xyz * clamp(_17679.y * _17679.z, 0.0, 1.0)); } else { _7728 = _12112; } vec3 _22186 = _15535.xyz + (_7728 * 0.5); vec4 _15536 = vec4(_22186.x, _22186.y, _22186.z, _15535.w); _13863._m0 = _15536; vec2 _13159 = clamp(_19927 + (vec3(0.0, 1.0, 0.75).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7729; SPIRV_CROSS_BRANCH if (_17680.y > 0.0) { _7729 = _12113 + (textureLod(SPIRV_Cross_Combined_2, _13159, 0.0).xyz * clamp(_17680.y * _17680.z, 0.0, 1.0)); } else { _7729 = _12113; } vec3 _22187 = _15536.xyz + (_7729 * 0.75); vec4 _15537 = vec4(_22187.x, _22187.y, _22187.z, _15536.w); _13863._m0 = _15537; vec2 _13160 = clamp(_19927 + (vec3(1.0, 1.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7730; SPIRV_CROSS_BRANCH if (_17681.y > 0.0) { _7730 = _12114 + (textureLod(SPIRV_Cross_Combined_2, _13160, 0.0).xyz * clamp(_17681.y * _17681.z, 0.0, 1.0)); } else { _7730 = _12114; } vec3 _22188 = _15537.xyz + (_7730 * 0.5); vec4 _15539 = vec4(_22188.x, _22188.y, _22188.z, _15537.w); _13863._m0 = _15539; vec2 _13161 = clamp(_19927 + (vec3(0.0, 2.0, 0.5).xy * _22044._m0.xy), _17581.xy, _17581.zw); 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); vec3 _7731; SPIRV_CROSS_BRANCH if (_17682.y > 0.0) { _7731 = _12115 + (textureLod(SPIRV_Cross_Combined_2, _13161, 0.0).xyz * clamp(_17682.y * _17682.z, 0.0, 1.0)); } else { _7731 = _12115; } vec3 _22189 = _15539.xyz + (_7731 * 0.5); vec4 _15541 = vec4(_22189.x, _22189.y, _22189.z, _15539.w); _13863._m0 = _15541; vec3 _13750 = _15541.xyz / vec3(((((((((((((0.0 + 0.5) + 0.5) + 0.75) + 0.5) + 0.5) + 0.75) + 1.0) + 0.75) + 0.5) + 0.5) + 0.75) + 0.5) + 0.5); _13863._m0 = vec4(_13750.x, _13750.y, _13750.z, _15541.w); _13863._m0.w = 1.0; _4317 = _13863._m0; }