#version 310 es precision mediump float; layout(location = 2) in float fClipDistance3_param_1; layout(location = 3) in float fClipDistance4_param_1; layout(location = 0) out vec4 glFragColor_1_1; struct Scene { vec4 vEyePosition; }; struct Material { vec4 vDiffuseColor; vec3 vAmbientColor; float dummy; vec3 vEmissiveColor; float dummy2; }; struct Mesh { float visibility; }; float fClipDistance3 = 0.0f; float fClipDistance4 = 0.0f; layout(binding = 0) uniform Scene_1 { vec4 vEyePosition; } x_29; layout(binding = 1) uniform Material_1 { vec4 vDiffuseColor; vec3 vAmbientColor; float dummy; vec3 vEmissiveColor; float dummy2; } x_49; layout(binding = 2) uniform Mesh_1 { float visibility; } x_137; vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); bool tint_discard = false; void main_1() { vec3 viewDirectionW = vec3(0.0f, 0.0f, 0.0f); vec4 baseColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 diffuseColor = vec3(0.0f, 0.0f, 0.0f); float alpha = 0.0f; vec3 normalW = vec3(0.0f, 0.0f, 0.0f); vec2 uvOffset = vec2(0.0f, 0.0f); vec3 baseAmbientColor = vec3(0.0f, 0.0f, 0.0f); float glossiness = 0.0f; vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f); float shadow = 0.0f; vec4 refractionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 reflectionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 emissiveColor = vec3(0.0f, 0.0f, 0.0f); vec3 finalDiffuse = vec3(0.0f, 0.0f, 0.0f); vec3 finalSpecular = vec3(0.0f, 0.0f, 0.0f); vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f); if ((fClipDistance3 > 0.0f)) { tint_discard = true; return; } if ((fClipDistance4 > 0.0f)) { tint_discard = true; return; } vec4 x_34 = x_29.vEyePosition; vec3 x_38 = vec3(0.0f, 0.0f, 0.0f); viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38)); baseColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); vec4 x_52 = x_49.vDiffuseColor; diffuseColor = vec3(x_52.x, x_52.y, x_52.z); float x_60 = x_49.vDiffuseColor.w; alpha = x_60; vec3 x_62 = vec3(0.0f, 0.0f, 0.0f); vec3 x_64 = vec3(0.0f, 0.0f, 0.0f); normalW = normalize(-(cross(dFdx(x_62), dFdy(x_64)))); uvOffset = vec2(0.0f, 0.0f); vec4 x_74 = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 x_76 = baseColor; vec3 x_78 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z)); baseColor = vec4(x_78.x, x_78.y, x_78.z, baseColor.w); baseAmbientColor = vec3(1.0f, 1.0f, 1.0f); glossiness = 0.0f; diffuseBase = vec3(0.0f, 0.0f, 0.0f); shadow = 1.0f; refractionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); reflectionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); vec3 x_94 = x_49.vEmissiveColor; emissiveColor = x_94; vec3 x_96 = diffuseBase; vec3 x_97 = diffuseColor; vec3 x_99 = emissiveColor; vec3 x_103 = x_49.vAmbientColor; vec4 x_108 = baseColor; finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 1.0f, 1.0f)) * vec3(x_108.x, x_108.y, x_108.z)); finalSpecular = vec3(0.0f, 0.0f, 0.0f); vec4 x_118 = reflectionColor; vec4 x_121 = refractionColor; vec3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z)); color = vec4(x_123.x, x_123.y, x_123.z, alpha); vec4 x_129 = color; vec3 x_132 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0f, 0.0f, 0.0f)); color = vec4(x_132.x, x_132.y, x_132.z, color.w); float x_140 = x_137.visibility; float x_142 = color.w; color.w = (x_142 * x_140); glFragColor = color; return; } struct main_out { vec4 glFragColor_1; }; main_out tint_symbol(float fClipDistance3_param, float fClipDistance4_param) { fClipDistance3 = fClipDistance3_param; fClipDistance4 = fClipDistance4_param; main_1(); if (tint_discard) { main_out tint_symbol_1 = main_out(vec4(0.0f, 0.0f, 0.0f, 0.0f)); return tint_symbol_1; } main_out tint_symbol_2 = main_out(glFragColor); return tint_symbol_2; } void tint_discard_func() { discard; } void main() { main_out inner_result = tint_symbol(fClipDistance3_param_1, fClipDistance4_param_1); if (tint_discard) { tint_discard_func(); return; } glFragColor_1_1 = inner_result.glFragColor_1; return; }