#version 310 es layout(location = 0) in vec3 a_Position_1; layout(location = 1) in vec2 a_UV_1; layout(location = 2) in vec4 a_Color_1; layout(location = 3) in vec3 a_Normal_1; layout(location = 4) in float a_PosMtxIdx_1; layout(location = 0) out vec4 v_Color_1; layout(location = 1) out vec2 v_TexCoord_1; struct Mat4x4_ { vec4 mx; vec4 my; vec4 mz; vec4 mw; }; struct Mat4x3_ { vec4 mx; vec4 my; vec4 mz; }; struct Mat4x2_ { vec4 mx; vec4 my; }; struct ub_SceneParams { Mat4x4_ u_Projection; }; struct ub_MaterialParams { Mat4x2_ u_TexMtx[1]; vec4 u_Misc0_; }; struct ub_PacketParams { Mat4x3_ u_PosMtx[32]; }; struct VertexOutput { vec4 v_Color; vec2 v_TexCoord; vec4 member; }; layout(binding = 0) uniform ub_SceneParams_1 { Mat4x4_ u_Projection; } global; layout(binding = 1) uniform ub_MaterialParams_1 { Mat4x2_ u_TexMtx[1]; vec4 u_Misc0_; } global1; layout(binding = 2) uniform ub_PacketParams_1 { Mat4x3_ u_PosMtx[32]; } global2; vec3 a_Position1 = vec3(0.0f, 0.0f, 0.0f); vec2 a_UV1 = vec2(0.0f, 0.0f); vec4 a_Color1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 a_Normal1 = vec3(0.0f, 0.0f, 0.0f); float a_PosMtxIdx1 = 0.0f; vec4 v_Color = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec2 v_TexCoord = vec2(0.0f, 0.0f); vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec4 Mul(Mat4x4_ m8, vec4 v) { Mat4x4_ m9 = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); vec4 v1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); m9 = m8; v1 = v; return vec4(dot(m9.mx, v1), dot(m9.my, v1), dot(m9.mz, v1), dot(m9.mw, v1)); } vec2 Mul2(Mat4x2_ m12, vec4 v4) { Mat4x2_ m13 = Mat4x2_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); vec4 v5 = vec4(0.0f, 0.0f, 0.0f, 0.0f); m13 = m12; v5 = v4; return vec2(dot(m13.mx, v5), dot(m13.my, v5)); } Mat4x4_ x_Mat4x4_(float n) { float n1 = 0.0f; Mat4x4_ o = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); n1 = n; o.mx = vec4(n1, 0.0f, 0.0f, 0.0f); o.my = vec4(0.0f, n1, 0.0f, 0.0f); o.mz = vec4(0.0f, 0.0f, n1, 0.0f); o.mw = vec4(0.0f, 0.0f, 0.0f, n1); return o; } Mat4x4_ x_Mat4x4_1(Mat4x3_ m16) { Mat4x3_ m17 = Mat4x3_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); Mat4x4_ o1 = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); m17 = m16; Mat4x4_ x_e4 = x_Mat4x4_(1.0f); o1 = x_e4; o1.mx = m17.mx; o1.my = m17.my; o1.mz = m17.mz; return o1; } void main1() { Mat4x3_ t_PosMtx = Mat4x3_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); vec2 t_TexSpaceCoord = vec2(0.0f, 0.0f); Mat4x3_ x_e18 = global2.u_PosMtx[int(a_PosMtxIdx1)]; t_PosMtx = x_e18; Mat4x4_ x_e24 = x_Mat4x4_1(t_PosMtx); vec3 x_e25 = a_Position1; Mat4x4_ x_e30 = x_Mat4x4_1(t_PosMtx); vec4 x_e34 = Mul(x_e30, vec4(a_Position1, 1.0f)); Mat4x4_ x_e35 = global.u_Projection; Mat4x4_ x_e38 = x_Mat4x4_1(t_PosMtx); vec3 x_e39 = a_Position1; Mat4x4_ x_e44 = x_Mat4x4_1(t_PosMtx); vec4 x_e48 = Mul(x_e44, vec4(a_Position1, 1.0f)); vec4 x_e49 = Mul(x_e35, x_e48); tint_symbol = x_e49; v_Color = a_Color1; vec4 x_e52 = global1.u_Misc0_; if ((x_e52.x == 2.0f)) { { vec3 x_e59 = a_Normal1; Mat4x2_ x_e64 = global1.u_TexMtx[0]; vec2 x_e68 = Mul2(x_e64, vec4(a_Normal1, 1.0f)); v_TexCoord = x_e68.xy; return; } } else { { vec2 x_e73 = a_UV1; Mat4x2_ x_e79 = global1.u_TexMtx[0]; vec2 x_e84 = Mul2(x_e79, vec4(a_UV1, 1.0f, 1.0f)); v_TexCoord = x_e84.xy; return; } } } VertexOutput tint_symbol_1(vec3 a_Position, vec2 a_UV, vec4 a_Color, vec3 a_Normal, float a_PosMtxIdx) { a_Position1 = a_Position; a_UV1 = a_UV; a_Color1 = a_Color; a_Normal1 = a_Normal; a_PosMtxIdx1 = a_PosMtxIdx; main1(); VertexOutput tint_symbol_2 = VertexOutput(v_Color, v_TexCoord, tint_symbol); return tint_symbol_2; } void main() { VertexOutput inner_result = tint_symbol_1(a_Position_1, a_UV_1, a_Color_1, a_Normal_1, a_PosMtxIdx_1); v_Color_1 = inner_result.v_Color; v_TexCoord_1 = inner_result.v_TexCoord; gl_Position = inner_result.member; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }