131 lines
4.3 KiB
HLSL
131 lines
4.3 KiB
HLSL
static float fClipDistance3 = 0.0f;
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static float fClipDistance4 = 0.0f;
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cbuffer cbuffer_x_29 : register(b0, space0) {
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uint4 x_29[1];
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};
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cbuffer cbuffer_x_49 : register(b1, space0) {
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uint4 x_49[3];
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};
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cbuffer cbuffer_x_137 : register(b2, space0) {
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uint4 x_137[1];
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};
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static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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static bool tint_discard = false;
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void main_1() {
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float3 viewDirectionW = float3(0.0f, 0.0f, 0.0f);
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float4 baseColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float3 diffuseColor = float3(0.0f, 0.0f, 0.0f);
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float alpha = 0.0f;
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float3 normalW = float3(0.0f, 0.0f, 0.0f);
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float2 uvOffset = float2(0.0f, 0.0f);
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float3 baseAmbientColor = float3(0.0f, 0.0f, 0.0f);
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float glossiness = 0.0f;
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float3 diffuseBase = float3(0.0f, 0.0f, 0.0f);
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float shadow = 0.0f;
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float4 refractionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 reflectionColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float3 emissiveColor = float3(0.0f, 0.0f, 0.0f);
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float3 finalDiffuse = float3(0.0f, 0.0f, 0.0f);
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float3 finalSpecular = float3(0.0f, 0.0f, 0.0f);
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float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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const float x_9 = fClipDistance3;
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if ((x_9 > 0.0f)) {
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tint_discard = true;
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return;
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}
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const float x_17 = fClipDistance4;
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if ((x_17 > 0.0f)) {
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tint_discard = true;
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return;
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}
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const float4 x_34 = asfloat(x_29[0]);
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const float3 x_38 = (0.0f).xxx;
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viewDirectionW = normalize((float3(x_34.x, x_34.y, x_34.z) - x_38));
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baseColor = (1.0f).xxxx;
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const float4 x_52 = asfloat(x_49[0]);
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diffuseColor = float3(x_52.x, x_52.y, x_52.z);
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const float x_60 = asfloat(x_49[0].w);
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alpha = x_60;
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const float3 x_62 = (0.0f).xxx;
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const float3 x_64 = (0.0f).xxx;
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uvOffset = (0.0f).xx;
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const float4 x_74 = (0.0f).xxxx;
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const float4 x_76 = baseColor;
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const float3 x_78 = (float3(x_76.x, x_76.y, x_76.z) * float3(x_74.x, x_74.y, x_74.z));
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const float4 x_79 = baseColor;
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baseColor = float4(x_78.x, x_78.y, x_78.z, x_79.w);
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baseAmbientColor = (1.0f).xxx;
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glossiness = 0.0f;
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diffuseBase = (0.0f).xxx;
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shadow = 1.0f;
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refractionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
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reflectionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
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const float3 x_94 = asfloat(x_49[2].xyz);
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emissiveColor = x_94;
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const float3 x_96 = diffuseBase;
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const float3 x_97 = diffuseColor;
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const float3 x_99 = emissiveColor;
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const float3 x_103 = asfloat(x_49[1].xyz);
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const float4 x_108 = baseColor;
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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));
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finalSpecular = (0.0f).xxx;
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const float3 x_113 = finalDiffuse;
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const float3 x_114 = baseAmbientColor;
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const float3 x_116 = finalSpecular;
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const float4 x_118 = reflectionColor;
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const float4 x_121 = refractionColor;
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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));
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const float x_124 = alpha;
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color = float4(x_123.x, x_123.y, x_123.z, x_124);
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const float4 x_129 = color;
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const float3 x_132 = max(float3(x_129.x, x_129.y, x_129.z), (0.0f).xxx);
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const float4 x_133 = color;
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color = float4(x_132.x, x_132.y, x_132.z, x_133.w);
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const float x_140 = asfloat(x_137[0].x);
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const float x_142 = color.w;
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color.w = (x_142 * x_140);
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const float4 x_147 = color;
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glFragColor = x_147;
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return;
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}
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struct main_out {
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float4 glFragColor_1;
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};
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struct tint_symbol_1 {
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float fClipDistance3_param : TEXCOORD2;
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float fClipDistance4_param : TEXCOORD3;
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};
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struct tint_symbol_2 {
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float4 glFragColor_1 : SV_Target0;
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};
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main_out main_inner(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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const main_out tint_symbol_8 = (main_out)0;
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return tint_symbol_8;
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}
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const main_out tint_symbol_9 = {glFragColor};
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return tint_symbol_9;
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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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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const main_out inner_result = main_inner(tint_symbol.fClipDistance3_param, tint_symbol.fClipDistance4_param);
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if (tint_discard) {
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tint_discard_func();
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const tint_symbol_2 tint_symbol_10 = (tint_symbol_2)0;
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return tint_symbol_10;
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}
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
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return wrapper_result;
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}
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