static bool tint_discarded = false; static float fClipDistance3 = 0.0f; static float fClipDistance4 = 0.0f; cbuffer cbuffer_x_29 : register(b0, space0) { uint4 x_29[1]; }; cbuffer cbuffer_x_49 : register(b1, space0) { uint4 x_49[3]; }; cbuffer cbuffer_x_137 : register(b2, space0) { uint4 x_137[1]; }; static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float3 viewDirectionW = float3(0.0f, 0.0f, 0.0f); float4 baseColor = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 diffuseColor = float3(0.0f, 0.0f, 0.0f); float alpha = 0.0f; float3 normalW = float3(0.0f, 0.0f, 0.0f); float2 uvOffset = float2(0.0f, 0.0f); float3 baseAmbientColor = float3(0.0f, 0.0f, 0.0f); float glossiness = 0.0f; float3 diffuseBase = float3(0.0f, 0.0f, 0.0f); float shadow = 0.0f; float4 refractionColor = float4(0.0f, 0.0f, 0.0f, 0.0f); float4 reflectionColor = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 emissiveColor = float3(0.0f, 0.0f, 0.0f); float3 finalDiffuse = float3(0.0f, 0.0f, 0.0f); float3 finalSpecular = float3(0.0f, 0.0f, 0.0f); float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); const float x_9 = fClipDistance3; if ((x_9 > 0.0f)) { tint_discarded = true; } const float x_17 = fClipDistance4; if ((x_17 > 0.0f)) { tint_discarded = true; } const float4 x_34 = asfloat(x_29[0]); const float3 x_38 = (0.0f).xxx; viewDirectionW = normalize((float3(x_34.x, x_34.y, x_34.z) - x_38)); baseColor = (1.0f).xxxx; const float4 x_52 = asfloat(x_49[0]); diffuseColor = float3(x_52.x, x_52.y, x_52.z); const float x_60 = asfloat(x_49[0].w); alpha = x_60; const float3 x_62 = (0.0f).xxx; const float3 x_64 = (0.0f).xxx; uvOffset = (0.0f).xx; const float4 x_74 = (0.0f).xxxx; const float4 x_76 = baseColor; const float3 x_78 = (float3(x_76.x, x_76.y, x_76.z) * float3(x_74.x, x_74.y, x_74.z)); const float4 x_79 = baseColor; baseColor = float4(x_78.x, x_78.y, x_78.z, x_79.w); baseAmbientColor = (1.0f).xxx; glossiness = 0.0f; diffuseBase = (0.0f).xxx; shadow = 1.0f; refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f); const float3 x_94 = asfloat(x_49[2].xyz); emissiveColor = x_94; const float3 x_96 = diffuseBase; const float3 x_97 = diffuseColor; const float3 x_99 = emissiveColor; const float3 x_103 = asfloat(x_49[1].xyz); const float4 x_108 = baseColor; finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), (0.0f).xxx, (1.0f).xxx) * float3(x_108.x, x_108.y, x_108.z)); finalSpecular = (0.0f).xxx; const float3 x_113 = finalDiffuse; const float3 x_114 = baseAmbientColor; const float3 x_116 = finalSpecular; const float4 x_118 = reflectionColor; const float4 x_121 = refractionColor; const float3 x_123 = ((((x_113 * x_114) + x_116) + float3(x_118.x, x_118.y, x_118.z)) + float3(x_121.x, x_121.y, x_121.z)); const float x_124 = alpha; color = float4(x_123.x, x_123.y, x_123.z, x_124); const float4 x_129 = color; const float3 x_132 = max(float3(x_129.x, x_129.y, x_129.z), (0.0f).xxx); const float4 x_133 = color; color = float4(x_132.x, x_132.y, x_132.z, x_133.w); const float x_140 = asfloat(x_137[0].x); const float x_142 = color.w; color.w = (x_142 * x_140); const float4 x_147 = color; glFragColor = x_147; return; } struct main_out { float4 glFragColor_1; }; struct tint_symbol_1 { float fClipDistance3_param : TEXCOORD2; float fClipDistance4_param : TEXCOORD3; }; struct tint_symbol_2 { float4 glFragColor_1 : SV_Target0; }; main_out main_inner(float fClipDistance3_param, float fClipDistance4_param) { fClipDistance3 = fClipDistance3_param; fClipDistance4 = fClipDistance4_param; main_1(); const main_out tint_symbol_8 = {glFragColor}; return tint_symbol_8; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const main_out inner_result = main_inner(tint_symbol.fClipDistance3_param, tint_symbol.fClipDistance4_param); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.glFragColor_1 = inner_result.glFragColor_1; if (tint_discarded) { discard; } return wrapper_result; }