struct lightingInfo { diffuse : vec3; specular : vec3; } struct LeftOver { u_World : mat4x4; u_ViewProjection : mat4x4; u_bumpStrength : f32; @size(12) padding : u32; u_cameraPosition : vec3; u_parallaxScale : f32; textureInfoName : f32; @size(4) padding_1 : u32; tangentSpaceParameter0 : vec2; } struct Light0 { vLightData : vec4; vLightDiffuse : vec4; vLightSpecular : vec4; vLightGround : vec3; @size(4) padding_2 : u32; shadowsInfo : vec4; depthValues : vec2; } var u_Float : f32; var u_Color : vec3; @group(2) @binding(1) var TextureSamplerTexture : texture_2d; @group(2) @binding(0) var TextureSamplerSampler : sampler; var vMainuv : vec2; @group(2) @binding(6) var x_269 : LeftOver; var v_output1 : vec4; var gl_FrontFacing : bool; var v_uv : vec2; var v_output2 : vec4; @group(2) @binding(3) var TextureSampler1Texture : texture_2d; @group(2) @binding(2) var TextureSampler1Sampler : sampler; @group(0) @binding(5) var light0 : Light0; var glFragColor : vec4; @group(2) @binding(4) var bumpSamplerSampler : sampler; @group(2) @binding(5) var bumpSamplerTexture : texture_2d; fn cotangent_frame_vf3_vf3_vf2_vf2_(normal_1 : ptr>, p : ptr>, uv : ptr>, tangentSpaceParams : ptr>) -> mat3x3 { var dp1 : vec3; var dp2 : vec3; var duv1 : vec2; var duv2 : vec2; var dp2perp : vec3; var dp1perp : vec3; var tangent : vec3; var bitangent : vec3; var invmax : f32; let x_133 : vec3 = *(p); dp1 = dpdx(x_133); let x_136 : vec3 = *(p); dp2 = dpdy(x_136); let x_139 : vec2 = *(uv); duv1 = dpdx(x_139); let x_142 : vec2 = *(uv); duv2 = dpdy(x_142); let x_145 : vec3 = dp2; let x_146 : vec3 = *(normal_1); dp2perp = cross(x_145, x_146); let x_149 : vec3 = *(normal_1); let x_150 : vec3 = dp1; dp1perp = cross(x_149, x_150); let x_153 : vec3 = dp2perp; let x_155 : f32 = duv1.x; let x_157 : vec3 = dp1perp; let x_159 : f32 = duv2.x; tangent = ((x_153 * x_155) + (x_157 * x_159)); let x_163 : vec3 = dp2perp; let x_165 : f32 = duv1.y; let x_167 : vec3 = dp1perp; let x_169 : f32 = duv2.y; bitangent = ((x_163 * x_165) + (x_167 * x_169)); let x_173 : f32 = (*(tangentSpaceParams)).x; let x_174 : vec3 = tangent; tangent = (x_174 * x_173); let x_177 : f32 = (*(tangentSpaceParams)).y; let x_178 : vec3 = bitangent; bitangent = (x_178 * x_177); let x_181 : vec3 = tangent; let x_182 : vec3 = tangent; let x_184 : vec3 = bitangent; let x_185 : vec3 = bitangent; invmax = inverseSqrt(max(dot(x_181, x_182), dot(x_184, x_185))); let x_189 : vec3 = tangent; let x_190 : f32 = invmax; let x_191 : vec3 = (x_189 * x_190); let x_192 : vec3 = bitangent; let x_193 : f32 = invmax; let x_194 : vec3 = (x_192 * x_193); let x_195 : vec3 = *(normal_1); return mat3x3(vec3(x_191.x, x_191.y, x_191.z), vec3(x_194.x, x_194.y, x_194.z), vec3(x_195.x, x_195.y, x_195.z)); } fn transposeMat3_mf33_(inMatrix : ptr>) -> mat3x3 { var i0 : vec3; var i1 : vec3; var i2 : vec3; var outMatrix : mat3x3; let x_60 : vec3 = (*(inMatrix))[0]; i0 = x_60; let x_64 : vec3 = (*(inMatrix))[1]; i1 = x_64; let x_68 : vec3 = (*(inMatrix))[2]; i2 = x_68; let x_73 : f32 = i0.x; let x_75 : f32 = i1.x; let x_77 : f32 = i2.x; let x_78 : vec3 = vec3(x_73, x_75, x_77); let x_81 : f32 = i0.y; let x_83 : f32 = i1.y; let x_85 : f32 = i2.y; let x_86 : vec3 = vec3(x_81, x_83, x_85); let x_89 : f32 = i0.z; let x_91 : f32 = i1.z; let x_93 : f32 = i2.z; let x_94 : vec3 = vec3(x_89, x_91, x_93); outMatrix = mat3x3(vec3(x_78.x, x_78.y, x_78.z), vec3(x_86.x, x_86.y, x_86.z), vec3(x_94.x, x_94.y, x_94.z)); let x_110 : mat3x3 = outMatrix; return x_110; } fn perturbNormalBase_mf33_vf3_f1_(cotangentFrame : ptr>, normal : ptr>, scale : ptr) -> vec3 { let x_113 : mat3x3 = *(cotangentFrame); let x_114 : vec3 = *(normal); return normalize((x_113 * x_114)); } fn perturbNormal_mf33_vf3_f1_(cotangentFrame_1 : ptr>, textureSample : ptr>, scale_1 : ptr) -> vec3 { var param : mat3x3; var param_1 : vec3; var param_2 : f32; let x_119 : vec3 = *(textureSample); let x_125 : mat3x3 = *(cotangentFrame_1); param = x_125; param_1 = ((x_119 * 2.0) - vec3(1.0, 1.0, 1.0)); let x_128 : f32 = *(scale_1); param_2 = x_128; let x_129 : vec3 = perturbNormalBase_mf33_vf3_f1_(&(param), &(param_1), &(param_2)); return x_129; } fn computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(viewDirectionW : ptr>, vNormal : ptr>, lightData : ptr>, diffuseColor : ptr>, specularColor : ptr>, groundColor : ptr>, glossiness : ptr) -> lightingInfo { var ndl : f32; var result : lightingInfo; var angleW : vec3; var specComp : f32; let x_212 : vec3 = *(vNormal); let x_213 : vec4 = *(lightData); ndl = ((dot(x_212, vec3(x_213.x, x_213.y, x_213.z)) * 0.5) + 0.5); let x_220 : vec3 = *(groundColor); let x_221 : vec3 = *(diffuseColor); let x_222 : f32 = ndl; result.diffuse = mix(x_220, x_221, vec3(x_222, x_222, x_222)); let x_227 : vec3 = *(viewDirectionW); let x_228 : vec4 = *(lightData); angleW = normalize((x_227 + vec3(x_228.x, x_228.y, x_228.z))); let x_233 : vec3 = *(vNormal); let x_234 : vec3 = angleW; specComp = max(0.0, dot(x_233, x_234)); let x_237 : f32 = specComp; let x_238 : f32 = *(glossiness); specComp = pow(x_237, max(1.0, x_238)); let x_241 : f32 = specComp; let x_242 : vec3 = *(specularColor); result.specular = (x_242 * x_241); let x_245 : lightingInfo = result; return x_245; } fn main_1() { var tempTextureRead : vec4; var rgb : vec3; var output5 : vec3; var output4 : vec4; var uvOffset : vec2; var normalScale : f32; var TBNUV : vec2; var x_299 : vec2; var TBN : mat3x3; var param_3 : vec3; var param_4 : vec3; var param_5 : vec2; var param_6 : vec2; var invTBN : mat3x3; var param_7 : mat3x3; var parallaxLimit : f32; var vOffsetDir : vec2; var vMaxOffset : vec2; var numSamples : f32; var stepSize : f32; var currRayHeight : f32; var vCurrOffset : vec2; var vLastOffset : vec2; var lastSampledHeight : f32; var currSampledHeight : f32; var i : i32; var delta1 : f32; var delta2 : f32; var ratio : f32; var parallaxOcclusion_0 : vec2; var param_8 : mat3x3; var param_9 : vec3; var param_10 : f32; var output6 : vec2; var tempTextureRead1 : vec4; var rgb1 : vec3; var viewDirectionW_1 : vec3; var shadow : f32; var glossiness_1 : f32; var diffuseBase : vec3; var specularBase : vec3; var normalW : vec3; var info : lightingInfo; var param_11 : vec3; var param_12 : vec3; var param_13 : vec4; var param_14 : vec3; var param_15 : vec3; var param_16 : vec3; var param_17 : f32; var diffuseOutput : vec3; var specularOutput : vec3; var output3 : vec3; u_Float = 100.0; u_Color = vec3(0.5, 0.5, 0.5); let x_261 : vec2 = vMainuv; let x_262 : vec4 = textureSample(TextureSamplerTexture, TextureSamplerSampler, x_261); tempTextureRead = x_262; let x_264 : vec4 = tempTextureRead; let x_273 : f32 = x_269.textureInfoName; rgb = (vec3(x_264.x, x_264.y, x_264.z) * x_273); let x_279 : vec3 = x_269.u_cameraPosition; let x_282 : vec4 = v_output1; output5 = normalize((x_279 - vec3(x_282.x, x_282.y, x_282.z))); output4 = vec4(0.0, 0.0, 0.0, 0.0); uvOffset = vec2(0.0, 0.0); let x_292 : f32 = x_269.u_bumpStrength; normalScale = (1.0 / x_292); let x_298 : bool = gl_FrontFacing; if (x_298) { let x_303 : vec2 = v_uv; x_299 = x_303; } else { let x_305 : vec2 = v_uv; x_299 = -(x_305); } let x_307 : vec2 = x_299; TBNUV = x_307; let x_310 : vec4 = v_output2; let x_312 : f32 = normalScale; param_3 = (vec3(x_310.x, x_310.y, x_310.z) * x_312); let x_317 : vec4 = v_output1; param_4 = vec3(x_317.x, x_317.y, x_317.z); let x_320 : vec2 = TBNUV; param_5 = x_320; let x_324 : vec2 = x_269.tangentSpaceParameter0; param_6 = x_324; let x_325 : mat3x3 = cotangent_frame_vf3_vf3_vf2_vf2_(&(param_3), &(param_4), &(param_5), &(param_6)); TBN = x_325; let x_328 : mat3x3 = TBN; param_7 = x_328; let x_329 : mat3x3 = transposeMat3_mf33_(&(param_7)); invTBN = x_329; let x_331 : mat3x3 = invTBN; let x_332 : vec3 = output5; let x_334 : vec3 = (x_331 * -(x_332)); let x_337 : mat3x3 = invTBN; let x_338 : vec3 = output5; parallaxLimit = (length(vec2(x_334.x, x_334.y)) / ((x_337 * -(x_338))).z); let x_345 : f32 = x_269.u_parallaxScale; let x_346 : f32 = parallaxLimit; parallaxLimit = (x_346 * x_345); let x_349 : mat3x3 = invTBN; let x_350 : vec3 = output5; let x_352 : vec3 = (x_349 * -(x_350)); vOffsetDir = normalize(vec2(x_352.x, x_352.y)); let x_356 : vec2 = vOffsetDir; let x_357 : f32 = parallaxLimit; vMaxOffset = (x_356 * x_357); let x_361 : mat3x3 = invTBN; let x_362 : vec3 = output5; let x_365 : mat3x3 = invTBN; let x_366 : vec4 = v_output2; numSamples = (15.0 + (dot((x_361 * -(x_362)), (x_365 * vec3(x_366.x, x_366.y, x_366.z))) * -11.0)); let x_374 : f32 = numSamples; stepSize = (1.0 / x_374); currRayHeight = 1.0; vCurrOffset = vec2(0.0, 0.0); vLastOffset = vec2(0.0, 0.0); lastSampledHeight = 1.0; currSampledHeight = 1.0; i = 0; loop { let x_388 : i32 = i; if ((x_388 < 15)) { } else { break; } let x_394 : vec2 = v_uv; let x_395 : vec2 = vCurrOffset; let x_397 : vec4 = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_394 + x_395)); currSampledHeight = x_397.w; let x_400 : f32 = currSampledHeight; let x_401 : f32 = currRayHeight; if ((x_400 > x_401)) { let x_406 : f32 = currSampledHeight; let x_407 : f32 = currRayHeight; delta1 = (x_406 - x_407); let x_410 : f32 = currRayHeight; let x_411 : f32 = stepSize; let x_413 : f32 = lastSampledHeight; delta2 = ((x_410 + x_411) - x_413); let x_416 : f32 = delta1; let x_417 : f32 = delta1; let x_418 : f32 = delta2; ratio = (x_416 / (x_417 + x_418)); let x_421 : f32 = ratio; let x_422 : vec2 = vLastOffset; let x_424 : f32 = ratio; let x_426 : vec2 = vCurrOffset; vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0 - x_424))); break; } else { let x_431 : f32 = stepSize; let x_432 : f32 = currRayHeight; currRayHeight = (x_432 - x_431); let x_434 : vec2 = vCurrOffset; vLastOffset = x_434; let x_435 : f32 = stepSize; let x_436 : vec2 = vMaxOffset; let x_438 : vec2 = vCurrOffset; vCurrOffset = (x_438 + (x_436 * x_435)); let x_440 : f32 = currSampledHeight; lastSampledHeight = x_440; } continuing { let x_441 : i32 = i; i = (x_441 + 1); } } let x_444 : vec2 = vCurrOffset; parallaxOcclusion_0 = x_444; let x_445 : vec2 = parallaxOcclusion_0; uvOffset = x_445; let x_449 : vec2 = v_uv; let x_450 : vec2 = uvOffset; let x_452 : vec4 = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_449 + x_450)); let x_454 : f32 = x_269.u_bumpStrength; let x_457 : mat3x3 = TBN; param_8 = x_457; param_9 = vec3(x_452.x, x_452.y, x_452.z); param_10 = (1.0 / x_454); let x_461 : vec3 = perturbNormal_mf33_vf3_f1_(&(param_8), &(param_9), &(param_10)); let x_462 : vec4 = output4; output4 = vec4(x_461.x, x_461.y, x_461.z, x_462.w); let x_465 : vec2 = v_uv; let x_466 : vec2 = uvOffset; output6 = (x_465 + x_466); let x_474 : vec2 = output6; let x_475 : vec4 = textureSample(TextureSampler1Texture, TextureSampler1Sampler, x_474); tempTextureRead1 = x_475; let x_477 : vec4 = tempTextureRead1; rgb1 = vec3(x_477.x, x_477.y, x_477.z); let x_481 : vec3 = x_269.u_cameraPosition; let x_482 : vec4 = v_output1; viewDirectionW_1 = normalize((x_481 - vec3(x_482.x, x_482.y, x_482.z))); shadow = 1.0; let x_488 : f32 = u_Float; glossiness_1 = (1.0 * x_488); diffuseBase = vec3(0.0, 0.0, 0.0); specularBase = vec3(0.0, 0.0, 0.0); let x_494 : vec4 = output4; normalW = vec3(x_494.x, x_494.y, x_494.z); let x_501 : vec3 = viewDirectionW_1; param_11 = x_501; let x_503 : vec3 = normalW; param_12 = x_503; let x_507 : vec4 = light0.vLightData; param_13 = x_507; let x_510 : vec4 = light0.vLightDiffuse; param_14 = vec3(x_510.x, x_510.y, x_510.z); let x_514 : vec4 = light0.vLightSpecular; param_15 = vec3(x_514.x, x_514.y, x_514.z); let x_518 : vec3 = light0.vLightGround; param_16 = x_518; let x_520 : f32 = glossiness_1; param_17 = x_520; let x_521 : lightingInfo = computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(&(param_11), &(param_12), &(param_13), &(param_14), &(param_15), &(param_16), &(param_17)); info = x_521; shadow = 1.0; let x_523 : vec3 = info.diffuse; let x_524 : f32 = shadow; let x_526 : vec3 = diffuseBase; diffuseBase = (x_526 + (x_523 * x_524)); let x_529 : vec3 = info.specular; let x_530 : f32 = shadow; let x_532 : vec3 = specularBase; specularBase = (x_532 + (x_529 * x_530)); let x_535 : vec3 = diffuseBase; let x_536 : vec3 = rgb1; diffuseOutput = (x_535 * x_536); let x_539 : vec3 = specularBase; let x_540 : vec3 = u_Color; specularOutput = (x_539 * x_540); let x_543 : vec3 = diffuseOutput; let x_544 : vec3 = specularOutput; output3 = (x_543 + x_544); let x_548 : vec3 = output3; glFragColor = vec4(x_548.x, x_548.y, x_548.z, 1.0); return; } struct main_out { @location(0) glFragColor_1 : vec4; } @stage(fragment) fn main(@location(1) vMainuv_param : vec2, @location(0) v_output1_param : vec4, @builtin(front_facing) gl_FrontFacing_param : bool, @location(3) v_uv_param : vec2, @location(2) v_output2_param : vec4) -> main_out { vMainuv = vMainuv_param; v_output1 = v_output1_param; gl_FrontFacing = gl_FrontFacing_param; v_uv = v_uv_param; v_output2 = v_output2_param; main_1(); return main_out(glFragColor); }