struct lightingInfo { float3 diffuse; float3 specular; }; static float u_Float = 0.0f; static float3 u_Color = float3(0.0f, 0.0f, 0.0f); Texture2D TextureSamplerTexture : register(t1, space2); SamplerState TextureSamplerSampler : register(s0, space2); static float2 vMainuv = float2(0.0f, 0.0f); cbuffer cbuffer_x_269 : register(b6, space2) { uint4 x_269[11]; }; static float4 v_output1 = float4(0.0f, 0.0f, 0.0f, 0.0f); static bool gl_FrontFacing = false; static float2 v_uv = float2(0.0f, 0.0f); static float4 v_output2 = float4(0.0f, 0.0f, 0.0f, 0.0f); Texture2D TextureSampler1Texture : register(t3, space2); SamplerState TextureSampler1Sampler : register(s2, space2); cbuffer cbuffer_light0 : register(b5, space0) { uint4 light0[6]; }; static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); SamplerState bumpSamplerSampler : register(s4, space2); Texture2D bumpSamplerTexture : register(t5, space2); float3x3 cotangent_frame_vf3_vf3_vf2_vf2_(inout float3 normal_1, inout float3 p, inout float2 uv, inout float2 tangentSpaceParams) { float3 dp1 = float3(0.0f, 0.0f, 0.0f); float3 dp2 = float3(0.0f, 0.0f, 0.0f); float2 duv1 = float2(0.0f, 0.0f); float2 duv2 = float2(0.0f, 0.0f); float3 dp2perp = float3(0.0f, 0.0f, 0.0f); float3 dp1perp = float3(0.0f, 0.0f, 0.0f); float3 tangent = float3(0.0f, 0.0f, 0.0f); float3 bitangent = float3(0.0f, 0.0f, 0.0f); float invmax = 0.0f; const float3 x_133 = p; dp1 = ddx(x_133); const float3 x_136 = p; dp2 = ddy(x_136); const float2 x_139 = uv; duv1 = ddx(x_139); const float2 x_142 = uv; duv2 = ddy(x_142); const float3 x_145 = dp2; const float3 x_146 = normal_1; dp2perp = cross(x_145, x_146); const float3 x_149 = normal_1; dp1perp = cross(x_149, dp1); const float3 x_153 = dp2perp; const float x_155 = duv1.x; const float3 x_157 = dp1perp; const float x_159 = duv2.x; tangent = ((x_153 * x_155) + (x_157 * x_159)); const float3 x_163 = dp2perp; const float x_165 = duv1.y; const float3 x_167 = dp1perp; const float x_169 = duv2.y; bitangent = ((x_163 * x_165) + (x_167 * x_169)); const float x_173 = tangentSpaceParams.x; tangent = (tangent * x_173); const float x_177 = tangentSpaceParams.y; bitangent = (bitangent * x_177); invmax = rsqrt(max(dot(tangent, tangent), dot(bitangent, bitangent))); const float3 x_191 = (tangent * invmax); const float3 x_194 = (bitangent * invmax); const float3 x_195 = normal_1; return float3x3(float3(x_191.x, x_191.y, x_191.z), float3(x_194.x, x_194.y, x_194.z), float3(x_195.x, x_195.y, x_195.z)); } float3x3 transposeMat3_mf33_(inout float3x3 inMatrix) { float3 i0 = float3(0.0f, 0.0f, 0.0f); float3 i1 = float3(0.0f, 0.0f, 0.0f); float3 i2 = float3(0.0f, 0.0f, 0.0f); float3x3 outMatrix = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const float3 x_60 = inMatrix[0]; i0 = x_60; const float3 x_64 = inMatrix[1]; i1 = x_64; const float3 x_68 = inMatrix[2]; i2 = x_68; const float x_73 = i0.x; const float x_75 = i1.x; const float x_77 = i2.x; const float3 x_78 = float3(x_73, x_75, x_77); const float x_81 = i0.y; const float x_83 = i1.y; const float x_85 = i2.y; const float3 x_86 = float3(x_81, x_83, x_85); const float x_89 = i0.z; const float x_91 = i1.z; const float x_93 = i2.z; const float3 x_94 = float3(x_89, x_91, x_93); outMatrix = float3x3(float3(x_78.x, x_78.y, x_78.z), float3(x_86.x, x_86.y, x_86.z), float3(x_94.x, x_94.y, x_94.z)); return outMatrix; } float3 perturbNormalBase_mf33_vf3_f1_(inout float3x3 cotangentFrame, inout float3 normal, inout float scale) { const float3x3 x_113 = cotangentFrame; const float3 x_114 = normal; return normalize(mul(x_114, x_113)); } float3 perturbNormal_mf33_vf3_f1_(inout float3x3 cotangentFrame_1, inout float3 textureSample, inout float scale_1) { float3x3 param = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float3 param_1 = float3(0.0f, 0.0f, 0.0f); float param_2 = 0.0f; const float3 x_119 = textureSample; const float3x3 x_125 = cotangentFrame_1; param = x_125; param_1 = ((x_119 * 2.0f) - float3(1.0f, 1.0f, 1.0f)); const float x_128 = scale_1; param_2 = x_128; const float3 x_129 = perturbNormalBase_mf33_vf3_f1_(param, param_1, param_2); return x_129; } lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(inout float3 viewDirectionW, inout float3 vNormal, inout float4 lightData, inout float3 diffuseColor, inout float3 specularColor, inout float3 groundColor, inout float glossiness) { float ndl = 0.0f; lightingInfo result = (lightingInfo)0; float3 angleW = float3(0.0f, 0.0f, 0.0f); float specComp = 0.0f; const float3 x_212 = vNormal; const float4 x_213 = lightData; ndl = ((dot(x_212, float3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f); const float3 x_220 = groundColor; const float3 x_221 = diffuseColor; const float x_222 = ndl; result.diffuse = lerp(x_220, x_221, float3(x_222, x_222, x_222)); const float3 x_227 = viewDirectionW; const float4 x_228 = lightData; angleW = normalize((x_227 + float3(x_228.x, x_228.y, x_228.z))); const float3 x_233 = vNormal; specComp = max(0.0f, dot(x_233, angleW)); const float x_237 = specComp; const float x_238 = glossiness; specComp = pow(x_237, max(1.0f, x_238)); const float x_241 = specComp; const float3 x_242 = specularColor; result.specular = (x_242 * x_241); return result; } void main_1() { float4 tempTextureRead = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 rgb = float3(0.0f, 0.0f, 0.0f); float3 output5 = float3(0.0f, 0.0f, 0.0f); float4 output4 = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 uvOffset = float2(0.0f, 0.0f); float normalScale = 0.0f; float2 TBNUV = float2(0.0f, 0.0f); float2 x_299 = float2(0.0f, 0.0f); float3x3 TBN = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float3 param_3 = float3(0.0f, 0.0f, 0.0f); float3 param_4 = float3(0.0f, 0.0f, 0.0f); float2 param_5 = float2(0.0f, 0.0f); float2 param_6 = float2(0.0f, 0.0f); float3x3 invTBN = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float3x3 param_7 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float parallaxLimit = 0.0f; float2 vOffsetDir = float2(0.0f, 0.0f); float2 vMaxOffset = float2(0.0f, 0.0f); float numSamples = 0.0f; float stepSize = 0.0f; float currRayHeight = 0.0f; float2 vCurrOffset = float2(0.0f, 0.0f); float2 vLastOffset = float2(0.0f, 0.0f); float lastSampledHeight = 0.0f; float currSampledHeight = 0.0f; int i = 0; float delta1 = 0.0f; float delta2 = 0.0f; float ratio = 0.0f; float2 parallaxOcclusion_0 = float2(0.0f, 0.0f); float3x3 param_8 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float3 param_9 = float3(0.0f, 0.0f, 0.0f); float param_10 = 0.0f; float2 output6 = float2(0.0f, 0.0f); float4 tempTextureRead1 = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 rgb1 = float3(0.0f, 0.0f, 0.0f); float3 viewDirectionW_1 = float3(0.0f, 0.0f, 0.0f); float shadow = 0.0f; float glossiness_1 = 0.0f; float3 diffuseBase = float3(0.0f, 0.0f, 0.0f); float3 specularBase = float3(0.0f, 0.0f, 0.0f); float3 normalW = float3(0.0f, 0.0f, 0.0f); lightingInfo info = (lightingInfo)0; float3 param_11 = float3(0.0f, 0.0f, 0.0f); float3 param_12 = float3(0.0f, 0.0f, 0.0f); float4 param_13 = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 param_14 = float3(0.0f, 0.0f, 0.0f); float3 param_15 = float3(0.0f, 0.0f, 0.0f); float3 param_16 = float3(0.0f, 0.0f, 0.0f); float param_17 = 0.0f; float3 diffuseOutput = float3(0.0f, 0.0f, 0.0f); float3 specularOutput = float3(0.0f, 0.0f, 0.0f); float3 output3 = float3(0.0f, 0.0f, 0.0f); u_Float = 100.0f; u_Color = float3(0.5f, 0.5f, 0.5f); const float4 x_262 = TextureSamplerTexture.Sample(TextureSamplerSampler, vMainuv); tempTextureRead = x_262; const float4 x_264 = tempTextureRead; const float x_273 = asfloat(x_269[10].x); rgb = (float3(x_264.x, x_264.y, x_264.z) * x_273); const float3 x_279 = asfloat(x_269[9].xyz); const float4 x_282 = v_output1; output5 = normalize((x_279 - float3(x_282.x, x_282.y, x_282.z))); output4 = float4(0.0f, 0.0f, 0.0f, 0.0f); uvOffset = float2(0.0f, 0.0f); const float x_292 = asfloat(x_269[8].x); normalScale = (1.0f / x_292); if (gl_FrontFacing) { x_299 = v_uv; } else { x_299 = -(v_uv); } TBNUV = x_299; const float4 x_310 = v_output2; param_3 = (float3(x_310.x, x_310.y, x_310.z) * normalScale); const float4 x_317 = v_output1; param_4 = float3(x_317.x, x_317.y, x_317.z); param_5 = TBNUV; const float2 x_324 = asfloat(x_269[10].zw); param_6 = x_324; const float3x3 x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(param_3, param_4, param_5, param_6); TBN = x_325; param_7 = TBN; const float3x3 x_329 = transposeMat3_mf33_(param_7); invTBN = x_329; const float3 x_334 = mul(-(output5), invTBN); parallaxLimit = (length(float2(x_334.x, x_334.y)) / mul(-(output5), invTBN).z); const float x_345 = asfloat(x_269[9].w); parallaxLimit = (parallaxLimit * x_345); const float3 x_352 = mul(-(output5), invTBN); vOffsetDir = normalize(float2(x_352.x, x_352.y)); vMaxOffset = (vOffsetDir * parallaxLimit); const float4 x_366 = v_output2; numSamples = (15.0f + (dot(mul(-(output5), invTBN), mul(float3(x_366.x, x_366.y, x_366.z), invTBN)) * -11.0f)); stepSize = (1.0f / numSamples); currRayHeight = 1.0f; vCurrOffset = float2(0.0f, 0.0f); vLastOffset = float2(0.0f, 0.0f); lastSampledHeight = 1.0f; currSampledHeight = 1.0f; i = 0; { for(; (i < 15); i = (i + 1)) { const float4 x_397 = TextureSamplerTexture.Sample(TextureSamplerSampler, (v_uv + vCurrOffset)); currSampledHeight = x_397.w; if ((currSampledHeight > currRayHeight)) { delta1 = (currSampledHeight - currRayHeight); delta2 = ((currRayHeight + stepSize) - lastSampledHeight); ratio = (delta1 / (delta1 + delta2)); vCurrOffset = ((vLastOffset * ratio) + (vCurrOffset * (1.0f - ratio))); break; } else { currRayHeight = (currRayHeight - stepSize); vLastOffset = vCurrOffset; vCurrOffset = (vCurrOffset + (vMaxOffset * stepSize)); lastSampledHeight = currSampledHeight; } } } parallaxOcclusion_0 = vCurrOffset; uvOffset = parallaxOcclusion_0; const float4 x_452 = TextureSamplerTexture.Sample(TextureSamplerSampler, (v_uv + uvOffset)); const float x_454 = asfloat(x_269[8].x); param_8 = TBN; param_9 = float3(x_452.x, x_452.y, x_452.z); param_10 = (1.0f / x_454); const float3 x_461 = perturbNormal_mf33_vf3_f1_(param_8, param_9, param_10); output4 = float4(x_461.x, x_461.y, x_461.z, output4.w); output6 = (v_uv + uvOffset); const float4 x_475 = TextureSampler1Texture.Sample(TextureSampler1Sampler, output6); tempTextureRead1 = x_475; const float4 x_477 = tempTextureRead1; rgb1 = float3(x_477.x, x_477.y, x_477.z); const float3 x_481 = asfloat(x_269[9].xyz); const float4 x_482 = v_output1; viewDirectionW_1 = normalize((x_481 - float3(x_482.x, x_482.y, x_482.z))); shadow = 1.0f; glossiness_1 = (1.0f * u_Float); diffuseBase = float3(0.0f, 0.0f, 0.0f); specularBase = float3(0.0f, 0.0f, 0.0f); const float4 x_494 = output4; normalW = float3(x_494.x, x_494.y, x_494.z); param_11 = viewDirectionW_1; param_12 = normalW; const float4 x_507 = asfloat(light0[0]); param_13 = x_507; const float4 x_510 = asfloat(light0[1]); param_14 = float3(x_510.x, x_510.y, x_510.z); const float4 x_514 = asfloat(light0[2]); param_15 = float3(x_514.x, x_514.y, x_514.z); const float3 x_518 = asfloat(light0[3].xyz); param_16 = x_518; param_17 = glossiness_1; const lightingInfo x_521 = 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 = 1.0f; const float3 x_523 = info.diffuse; diffuseBase = (diffuseBase + (x_523 * shadow)); const float3 x_529 = info.specular; specularBase = (specularBase + (x_529 * shadow)); diffuseOutput = (diffuseBase * rgb1); specularOutput = (specularBase * u_Color); output3 = (diffuseOutput + specularOutput); const float3 x_548 = output3; glFragColor = float4(x_548.x, x_548.y, x_548.z, 1.0f); return; } struct main_out { float4 glFragColor_1; }; struct tint_symbol_1 { float4 v_output1_param : TEXCOORD0; float2 vMainuv_param : TEXCOORD1; float4 v_output2_param : TEXCOORD2; float2 v_uv_param : TEXCOORD3; bool gl_FrontFacing_param : SV_IsFrontFace; }; struct tint_symbol_2 { float4 glFragColor_1 : SV_Target0; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float2 vMainuv_param = tint_symbol.vMainuv_param; const float4 v_output1_param = tint_symbol.v_output1_param; const bool gl_FrontFacing_param = tint_symbol.gl_FrontFacing_param; const float2 v_uv_param = tint_symbol.v_uv_param; const float4 v_output2_param = tint_symbol.v_output2_param; 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(); const main_out tint_symbol_3 = {glFragColor}; const tint_symbol_2 tint_symbol_9 = {tint_symbol_3.glFragColor_1}; return tint_symbol_9; }