struct Scene { vEyePosition : vec4, }; struct Material { vDiffuseColor : vec4, vAmbientColor : vec3, dummy: f32, vEmissiveColor : vec3, dummy2: f32, }; struct Mesh { visibility : f32, }; var fClipDistance3 : f32; var fClipDistance4 : f32; @group(0) @binding(0) var x_29 : Scene; @group(0) @binding(1) var x_49 : Material; @group(0) @binding(2) var x_137 : Mesh; var glFragColor : vec4; fn main_1() { var viewDirectionW : vec3; var baseColor : vec4; var diffuseColor : vec3; var alpha : f32; var normalW : vec3; var uvOffset : vec2; var baseAmbientColor : vec3; var glossiness : f32; var diffuseBase : vec3; var shadow : f32; var refractionColor : vec4; var reflectionColor : vec4; var emissiveColor : vec3; var finalDiffuse : vec3; var finalSpecular : vec3; var color : vec4; let x_9 : f32 = fClipDistance3; if ((x_9 > 0.0)) { discard; } let x_17 : f32 = fClipDistance4; if ((x_17 > 0.0)) { discard; } let x_34 : vec4 = x_29.vEyePosition; let x_38 : vec3 = vec3(0., 0., 0.); viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38)); baseColor = vec4(1.0, 1.0, 1.0, 1.0); let x_52 : vec4 = x_49.vDiffuseColor; diffuseColor = vec3(x_52.x, x_52.y, x_52.z); let x_60 : f32 = x_49.vDiffuseColor.w; alpha = x_60; let x_62 : vec3 = vec3(0., 0., 0.); let x_64 : vec3 = vec3(0., 0., 0.); normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64)))); uvOffset = vec2(0.0, 0.0); let x_74 : vec4 = vec4(0., 0., 0., 0.); let x_76 : vec4 = baseColor; let x_78 : vec3 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z)); let x_79 : vec4 = baseColor; baseColor = vec4(x_78.x, x_78.y, x_78.z, x_79.w); baseAmbientColor = vec3(1.0, 1.0, 1.0); glossiness = 0.0; diffuseBase = vec3(0.0, 0.0, 0.0); shadow = 1.0; refractionColor = vec4(0.0, 0.0, 0.0, 1.0); reflectionColor = vec4(0.0, 0.0, 0.0, 1.0); let x_94 : vec3 = x_49.vEmissiveColor; emissiveColor = x_94; let x_96 : vec3 = diffuseBase; let x_97 : vec3 = diffuseColor; let x_99 : vec3 = emissiveColor; let x_103 : vec3 = x_49.vAmbientColor; let x_108 : vec4 = baseColor; finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)) * vec3(x_108.x, x_108.y, x_108.z)); finalSpecular = vec3(0.0, 0.0, 0.0); let x_113 : vec3 = finalDiffuse; let x_114 : vec3 = baseAmbientColor; let x_116 : vec3 = finalSpecular; let x_118 : vec4 = reflectionColor; let x_121 : vec4 = refractionColor; let x_123 : vec3 = ((((x_113 * x_114) + x_116) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z)); let x_124 : f32 = alpha; color = vec4(x_123.x, x_123.y, x_123.z, x_124); let x_129 : vec4 = color; let x_132 : vec3 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0, 0.0, 0.0)); let x_133 : vec4 = color; color = vec4(x_132.x, x_132.y, x_132.z, x_133.w); let x_140 : f32 = x_137.visibility; let x_142 : f32 = color.w; color.w = (x_142 * x_140); let x_147 : vec4 = color; glFragColor = x_147; return; } struct main_out { @location(0) glFragColor_1 : vec4, }; @stage(fragment) fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out { fClipDistance3 = fClipDistance3_param; fClipDistance4 = fClipDistance4_param; main_1(); return main_out(glFragColor); }