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