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; const float3 x_150 = dp1; dp1perp = cross(x_149, x_150); 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; const float3 x_174 = tangent; tangent = (x_174 * x_173); const float x_177 = tangentSpaceParams.y; const float3 x_178 = bitangent; bitangent = (x_178 * x_177); const float3 x_181 = tangent; const float3 x_182 = tangent; const float3 x_184 = bitangent; const float3 x_185 = bitangent; invmax = rsqrt(max(dot(x_181, x_182), dot(x_184, x_185))); const float3 x_189 = tangent; const float x_190 = invmax; const float3 x_191 = (x_189 * x_190); const float3 x_192 = bitangent; const float x_193 = invmax; const float3 x_194 = (x_192 * x_193); 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)); const float3x3 x_110 = outMatrix; return x_110; } 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; const float3 x_234 = angleW; specComp = max(0.0f, dot(x_233, x_234)); 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); const lightingInfo x_245 = result; return x_245; } 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 float2 x_261 = vMainuv; const float4 x_262 = TextureSamplerTexture.Sample(TextureSamplerSampler, x_261); tempTextureRead = x_262; const float4 x_264 = tempTextureRead; const uint scalar_offset = (160u) / 4; const float x_273 = asfloat(x_269[scalar_offset / 4][scalar_offset % 4]); rgb = (float3(x_264.x, x_264.y, x_264.z) * x_273); const uint scalar_offset_1 = (144u) / 4; const float3 x_279 = asfloat(x_269[scalar_offset_1 / 4].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 uint scalar_offset_2 = (128u) / 4; const float x_292 = asfloat(x_269[scalar_offset_2 / 4][scalar_offset_2 % 4]); normalScale = (1.0f / x_292); const bool x_298 = gl_FrontFacing; if (x_298) { const float2 x_303 = v_uv; x_299 = x_303; } else { const float2 x_305 = v_uv; x_299 = -(x_305); } const float2 x_307 = x_299; TBNUV = x_307; const float4 x_310 = v_output2; const float x_312 = normalScale; param_3 = (float3(x_310.x, x_310.y, x_310.z) * x_312); const float4 x_317 = v_output1; param_4 = float3(x_317.x, x_317.y, x_317.z); const float2 x_320 = TBNUV; param_5 = x_320; const uint scalar_offset_3 = (168u) / 4; uint4 ubo_load = x_269[scalar_offset_3 / 4]; const float2 x_324 = asfloat(((scalar_offset_3 & 2) ? ubo_load.zw : ubo_load.xy)); 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; const float3x3 x_328 = TBN; param_7 = x_328; const float3x3 x_329 = transposeMat3_mf33_(param_7); invTBN = x_329; const float3x3 x_331 = invTBN; const float3 x_332 = output5; const float3 x_334 = mul(-(x_332), x_331); const float3x3 x_337 = invTBN; const float3 x_338 = output5; parallaxLimit = (length(float2(x_334.x, x_334.y)) / mul(-(x_338), x_337).z); const uint scalar_offset_4 = (156u) / 4; const float x_345 = asfloat(x_269[scalar_offset_4 / 4][scalar_offset_4 % 4]); const float x_346 = parallaxLimit; parallaxLimit = (x_346 * x_345); const float3x3 x_349 = invTBN; const float3 x_350 = output5; const float3 x_352 = mul(-(x_350), x_349); vOffsetDir = normalize(float2(x_352.x, x_352.y)); const float2 x_356 = vOffsetDir; const float x_357 = parallaxLimit; vMaxOffset = (x_356 * x_357); const float3x3 x_361 = invTBN; const float3 x_362 = output5; const float3x3 x_365 = invTBN; const float4 x_366 = v_output2; numSamples = (15.0f + (dot(mul(-(x_362), x_361), mul(float3(x_366.x, x_366.y, x_366.z), x_365)) * -11.0f)); const float x_374 = numSamples; stepSize = (1.0f / x_374); currRayHeight = 1.0f; vCurrOffset = float2(0.0f, 0.0f); vLastOffset = float2(0.0f, 0.0f); lastSampledHeight = 1.0f; currSampledHeight = 1.0f; i = 0; while (true) { const int x_388 = i; if ((x_388 < 15)) { } else { break; } const float2 x_394 = v_uv; const float2 x_395 = vCurrOffset; const float4 x_397 = TextureSamplerTexture.Sample(TextureSamplerSampler, (x_394 + x_395)); currSampledHeight = x_397.w; const float x_400 = currSampledHeight; const float x_401 = currRayHeight; if ((x_400 > x_401)) { const float x_406 = currSampledHeight; const float x_407 = currRayHeight; delta1 = (x_406 - x_407); const float x_410 = currRayHeight; const float x_411 = stepSize; const float x_413 = lastSampledHeight; delta2 = ((x_410 + x_411) - x_413); const float x_416 = delta1; const float x_417 = delta1; const float x_418 = delta2; ratio = (x_416 / (x_417 + x_418)); const float x_421 = ratio; const float2 x_422 = vLastOffset; const float x_424 = ratio; const float2 x_426 = vCurrOffset; vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0f - x_424))); break; } else { const float x_431 = stepSize; const float x_432 = currRayHeight; currRayHeight = (x_432 - x_431); const float2 x_434 = vCurrOffset; vLastOffset = x_434; const float x_435 = stepSize; const float2 x_436 = vMaxOffset; const float2 x_438 = vCurrOffset; vCurrOffset = (x_438 + (x_436 * x_435)); const float x_440 = currSampledHeight; lastSampledHeight = x_440; } { const int x_441 = i; i = (x_441 + 1); } } const float2 x_444 = vCurrOffset; parallaxOcclusion_0 = x_444; const float2 x_445 = parallaxOcclusion_0; uvOffset = x_445; const float2 x_449 = v_uv; const float2 x_450 = uvOffset; const float4 x_452 = TextureSamplerTexture.Sample(TextureSamplerSampler, (x_449 + x_450)); const uint scalar_offset_5 = (128u) / 4; const float x_454 = asfloat(x_269[scalar_offset_5 / 4][scalar_offset_5 % 4]); const float3x3 x_457 = TBN; param_8 = x_457; 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); const float4 x_462 = output4; output4 = float4(x_461.x, x_461.y, x_461.z, x_462.w); const float2 x_465 = v_uv; const float2 x_466 = uvOffset; output6 = (x_465 + x_466); const float2 x_474 = output6; const float4 x_475 = TextureSampler1Texture.Sample(TextureSampler1Sampler, x_474); tempTextureRead1 = x_475; const float4 x_477 = tempTextureRead1; rgb1 = float3(x_477.x, x_477.y, x_477.z); const uint scalar_offset_6 = (144u) / 4; const float3 x_481 = asfloat(x_269[scalar_offset_6 / 4].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; const float x_488 = u_Float; glossiness_1 = (1.0f * x_488); 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); const float3 x_501 = viewDirectionW_1; param_11 = x_501; const float3 x_503 = normalW; param_12 = x_503; const uint scalar_offset_7 = (0u) / 4; const float4 x_507 = asfloat(light0[scalar_offset_7 / 4]); param_13 = x_507; const uint scalar_offset_8 = (16u) / 4; const float4 x_510 = asfloat(light0[scalar_offset_8 / 4]); param_14 = float3(x_510.x, x_510.y, x_510.z); const uint scalar_offset_9 = (32u) / 4; const float4 x_514 = asfloat(light0[scalar_offset_9 / 4]); param_15 = float3(x_514.x, x_514.y, x_514.z); const uint scalar_offset_10 = (48u) / 4; const float3 x_518 = asfloat(light0[scalar_offset_10 / 4].xyz); param_16 = x_518; const float x_520 = glossiness_1; param_17 = x_520; 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; const float x_524 = shadow; const float3 x_526 = diffuseBase; diffuseBase = (x_526 + (x_523 * x_524)); const float3 x_529 = info.specular; const float x_530 = shadow; const float3 x_532 = specularBase; specularBase = (x_532 + (x_529 * x_530)); const float3 x_535 = diffuseBase; const float3 x_536 = rgb1; diffuseOutput = (x_535 * x_536); const float3 x_539 = specularBase; const float3 x_540 = u_Color; specularOutput = (x_539 * x_540); const float3 x_543 = diffuseOutput; const float3 x_544 = specularOutput; output3 = (x_543 + x_544); 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; }