445 lines
14 KiB
GLSL
445 lines
14 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(location = 1) in vec2 vMainuv_param_1;
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layout(location = 0) in vec4 v_output1_param_1;
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layout(location = 3) in vec2 v_uv_param_1;
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layout(location = 2) in vec4 v_output2_param_1;
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layout(location = 0) out vec4 glFragColor_1_1;
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struct lightingInfo {
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vec3 diffuse;
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vec3 specular;
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};
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float u_Float = 0.0f;
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vec3 u_Color = vec3(0.0f, 0.0f, 0.0f);
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vec2 vMainuv = vec2(0.0f, 0.0f);
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layout(binding = 6, std140) uniform LeftOver_ubo {
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mat4 u_World;
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mat4 u_ViewProjection;
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float u_bumpStrength;
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uint padding;
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uint pad;
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uint pad_1;
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vec3 u_cameraPosition;
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float u_parallaxScale;
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float textureInfoName;
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uint padding_1;
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vec2 tangentSpaceParameter0;
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} x_269;
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vec4 v_output1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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bool tint_symbol = false;
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vec2 v_uv = vec2(0.0f, 0.0f);
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vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 5, std140) uniform Light0_ubo {
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vec4 vLightData;
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vec4 vLightDiffuse;
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vec4 vLightSpecular;
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vec3 vLightGround;
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uint padding_2;
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vec4 shadowsInfo;
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vec2 depthValues;
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uint pad_2;
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uint pad_3;
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} light0;
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vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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mat3 cotangent_frame_vf3_vf3_vf2_vf2_(inout vec3 normal_1, inout vec3 p, inout vec2 uv, inout vec2 tangentSpaceParams) {
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vec3 dp1 = vec3(0.0f, 0.0f, 0.0f);
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vec3 dp2 = vec3(0.0f, 0.0f, 0.0f);
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vec2 duv1 = vec2(0.0f, 0.0f);
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vec2 duv2 = vec2(0.0f, 0.0f);
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vec3 dp2perp = vec3(0.0f, 0.0f, 0.0f);
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vec3 dp1perp = vec3(0.0f, 0.0f, 0.0f);
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vec3 tangent = vec3(0.0f, 0.0f, 0.0f);
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vec3 bitangent = vec3(0.0f, 0.0f, 0.0f);
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float invmax = 0.0f;
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vec3 x_133 = p;
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dp1 = dFdx(x_133);
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vec3 x_136 = p;
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dp2 = dFdy(x_136);
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vec2 x_139 = uv;
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duv1 = dFdx(x_139);
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vec2 x_142 = uv;
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duv2 = dFdy(x_142);
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vec3 x_145 = dp2;
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vec3 x_146 = normal_1;
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dp2perp = cross(x_145, x_146);
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vec3 x_149 = normal_1;
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vec3 x_150 = dp1;
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dp1perp = cross(x_149, x_150);
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vec3 x_153 = dp2perp;
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float x_155 = duv1.x;
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vec3 x_157 = dp1perp;
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float x_159 = duv2.x;
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tangent = ((x_153 * x_155) + (x_157 * x_159));
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vec3 x_163 = dp2perp;
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float x_165 = duv1.y;
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vec3 x_167 = dp1perp;
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float x_169 = duv2.y;
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bitangent = ((x_163 * x_165) + (x_167 * x_169));
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float x_173 = tangentSpaceParams.x;
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vec3 x_174 = tangent;
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tangent = (x_174 * x_173);
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float x_177 = tangentSpaceParams.y;
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vec3 x_178 = bitangent;
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bitangent = (x_178 * x_177);
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vec3 x_181 = tangent;
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vec3 x_182 = tangent;
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vec3 x_184 = bitangent;
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vec3 x_185 = bitangent;
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invmax = inversesqrt(max(dot(x_181, x_182), dot(x_184, x_185)));
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vec3 x_189 = tangent;
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float x_190 = invmax;
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vec3 x_191 = (x_189 * x_190);
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vec3 x_192 = bitangent;
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float x_193 = invmax;
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vec3 x_194 = (x_192 * x_193);
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vec3 x_195 = normal_1;
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return mat3(vec3(x_191.x, x_191.y, x_191.z), vec3(x_194.x, x_194.y, x_194.z), vec3(x_195.x, x_195.y, x_195.z));
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}
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mat3 transposeMat3_mf33_(inout mat3 inMatrix) {
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vec3 i0 = vec3(0.0f, 0.0f, 0.0f);
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vec3 i1 = vec3(0.0f, 0.0f, 0.0f);
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vec3 i2 = vec3(0.0f, 0.0f, 0.0f);
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mat3 outMatrix = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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vec3 x_60 = inMatrix[0];
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i0 = x_60;
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vec3 x_64 = inMatrix[1];
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i1 = x_64;
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vec3 x_68 = inMatrix[2];
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i2 = x_68;
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float x_73 = i0.x;
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float x_75 = i1.x;
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float x_77 = i2.x;
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vec3 x_78 = vec3(x_73, x_75, x_77);
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float x_81 = i0.y;
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float x_83 = i1.y;
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float x_85 = i2.y;
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vec3 x_86 = vec3(x_81, x_83, x_85);
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float x_89 = i0.z;
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float x_91 = i1.z;
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float x_93 = i2.z;
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vec3 x_94 = vec3(x_89, x_91, x_93);
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outMatrix = mat3(vec3(x_78.x, x_78.y, x_78.z), vec3(x_86.x, x_86.y, x_86.z), vec3(x_94.x, x_94.y, x_94.z));
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mat3 x_110 = outMatrix;
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return x_110;
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}
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vec3 perturbNormalBase_mf33_vf3_f1_(inout mat3 cotangentFrame, inout vec3 normal, inout float scale) {
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mat3 x_113 = cotangentFrame;
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vec3 x_114 = normal;
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return normalize((x_113 * x_114));
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}
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vec3 perturbNormal_mf33_vf3_f1_(inout mat3 cotangentFrame_1, inout vec3 textureSample, inout float scale_1) {
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mat3 param = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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vec3 param_1 = vec3(0.0f, 0.0f, 0.0f);
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float param_2 = 0.0f;
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vec3 x_119 = textureSample;
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mat3 x_125 = cotangentFrame_1;
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param = x_125;
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param_1 = ((x_119 * 2.0f) - vec3(1.0f));
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float x_128 = scale_1;
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param_2 = x_128;
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vec3 x_129 = perturbNormalBase_mf33_vf3_f1_(param, param_1, param_2);
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return x_129;
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}
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lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(inout vec3 viewDirectionW, inout vec3 vNormal, inout vec4 lightData, inout vec3 diffuseColor, inout vec3 specularColor, inout vec3 groundColor, inout float glossiness) {
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float ndl = 0.0f;
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lightingInfo result = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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vec3 angleW = vec3(0.0f, 0.0f, 0.0f);
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float specComp = 0.0f;
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vec3 x_212 = vNormal;
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vec4 x_213 = lightData;
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ndl = ((dot(x_212, vec3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f);
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vec3 x_220 = groundColor;
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vec3 x_221 = diffuseColor;
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float x_222 = ndl;
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result.diffuse = mix(x_220, x_221, vec3(x_222, x_222, x_222));
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vec3 x_227 = viewDirectionW;
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vec4 x_228 = lightData;
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angleW = normalize((x_227 + vec3(x_228.x, x_228.y, x_228.z)));
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vec3 x_233 = vNormal;
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vec3 x_234 = angleW;
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specComp = max(0.0f, dot(x_233, x_234));
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float x_237 = specComp;
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float x_238 = glossiness;
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specComp = pow(x_237, max(1.0f, x_238));
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float x_241 = specComp;
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vec3 x_242 = specularColor;
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result.specular = (x_242 * x_241);
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lightingInfo x_245 = result;
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return x_245;
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}
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uniform highp sampler2D TextureSamplerTexture_TextureSamplerSampler;
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uniform highp sampler2D TextureSampler1Texture_TextureSampler1Sampler;
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void main_1() {
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vec4 tempTextureRead = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec3 rgb = vec3(0.0f, 0.0f, 0.0f);
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vec3 output5 = vec3(0.0f, 0.0f, 0.0f);
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vec4 output4 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec2 uvOffset = vec2(0.0f, 0.0f);
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float normalScale = 0.0f;
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vec2 TBNUV = vec2(0.0f, 0.0f);
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vec2 x_299 = vec2(0.0f, 0.0f);
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mat3 TBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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vec3 param_3 = vec3(0.0f, 0.0f, 0.0f);
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vec3 param_4 = vec3(0.0f, 0.0f, 0.0f);
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vec2 param_5 = vec2(0.0f, 0.0f);
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vec2 param_6 = vec2(0.0f, 0.0f);
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mat3 invTBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat3 param_7 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float parallaxLimit = 0.0f;
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vec2 vOffsetDir = vec2(0.0f, 0.0f);
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vec2 vMaxOffset = vec2(0.0f, 0.0f);
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float numSamples = 0.0f;
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float stepSize = 0.0f;
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float currRayHeight = 0.0f;
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vec2 vCurrOffset = vec2(0.0f, 0.0f);
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vec2 vLastOffset = vec2(0.0f, 0.0f);
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float lastSampledHeight = 0.0f;
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float currSampledHeight = 0.0f;
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int i = 0;
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float delta1 = 0.0f;
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float delta2 = 0.0f;
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float ratio = 0.0f;
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vec2 parallaxOcclusion_0 = vec2(0.0f, 0.0f);
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mat3 param_8 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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vec3 param_9 = vec3(0.0f, 0.0f, 0.0f);
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float param_10 = 0.0f;
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vec2 output6 = vec2(0.0f, 0.0f);
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vec4 tempTextureRead1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec3 rgb1 = vec3(0.0f, 0.0f, 0.0f);
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vec3 viewDirectionW_1 = vec3(0.0f, 0.0f, 0.0f);
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float shadow = 0.0f;
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float glossiness_1 = 0.0f;
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vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f);
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vec3 specularBase = vec3(0.0f, 0.0f, 0.0f);
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vec3 normalW = vec3(0.0f, 0.0f, 0.0f);
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lightingInfo info = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
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vec3 param_11 = vec3(0.0f, 0.0f, 0.0f);
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vec3 param_12 = vec3(0.0f, 0.0f, 0.0f);
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vec4 param_13 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec3 param_14 = vec3(0.0f, 0.0f, 0.0f);
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vec3 param_15 = vec3(0.0f, 0.0f, 0.0f);
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vec3 param_16 = vec3(0.0f, 0.0f, 0.0f);
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float param_17 = 0.0f;
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vec3 diffuseOutput = vec3(0.0f, 0.0f, 0.0f);
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vec3 specularOutput = vec3(0.0f, 0.0f, 0.0f);
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vec3 output3 = vec3(0.0f, 0.0f, 0.0f);
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u_Float = 100.0f;
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u_Color = vec3(0.5f);
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vec2 x_261 = vMainuv;
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vec4 x_262 = texture(TextureSamplerTexture_TextureSamplerSampler, x_261);
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tempTextureRead = x_262;
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vec4 x_264 = tempTextureRead;
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float x_273 = x_269.textureInfoName;
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rgb = (vec3(x_264.x, x_264.y, x_264.z) * x_273);
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vec3 x_279 = x_269.u_cameraPosition;
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vec4 x_282 = v_output1;
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output5 = normalize((x_279 - vec3(x_282.x, x_282.y, x_282.z)));
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output4 = vec4(0.0f);
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uvOffset = vec2(0.0f);
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float x_292 = x_269.u_bumpStrength;
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normalScale = (1.0f / x_292);
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bool x_298 = tint_symbol;
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if (x_298) {
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vec2 x_303 = v_uv;
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x_299 = x_303;
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} else {
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vec2 x_305 = v_uv;
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x_299 = -(x_305);
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}
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vec2 x_307 = x_299;
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TBNUV = x_307;
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vec4 x_310 = v_output2;
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float x_312 = normalScale;
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param_3 = (vec3(x_310.x, x_310.y, x_310.z) * x_312);
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vec4 x_317 = v_output1;
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param_4 = vec3(x_317.x, x_317.y, x_317.z);
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vec2 x_320 = TBNUV;
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param_5 = x_320;
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vec2 x_324 = x_269.tangentSpaceParameter0;
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param_6 = x_324;
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mat3 x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(param_3, param_4, param_5, param_6);
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TBN = x_325;
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mat3 x_328 = TBN;
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param_7 = x_328;
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mat3 x_329 = transposeMat3_mf33_(param_7);
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invTBN = x_329;
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mat3 x_331 = invTBN;
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vec3 x_332 = output5;
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vec3 x_334 = (x_331 * -(x_332));
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mat3 x_337 = invTBN;
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vec3 x_338 = output5;
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parallaxLimit = (length(vec2(x_334.x, x_334.y)) / (x_337 * -(x_338)).z);
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float x_345 = x_269.u_parallaxScale;
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float x_346 = parallaxLimit;
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parallaxLimit = (x_346 * x_345);
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mat3 x_349 = invTBN;
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vec3 x_350 = output5;
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vec3 x_352 = (x_349 * -(x_350));
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vOffsetDir = normalize(vec2(x_352.x, x_352.y));
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vec2 x_356 = vOffsetDir;
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float x_357 = parallaxLimit;
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vMaxOffset = (x_356 * x_357);
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mat3 x_361 = invTBN;
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vec3 x_362 = output5;
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mat3 x_365 = invTBN;
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vec4 x_366 = v_output2;
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numSamples = (15.0f + (dot((x_361 * -(x_362)), (x_365 * vec3(x_366.x, x_366.y, x_366.z))) * -11.0f));
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float x_374 = numSamples;
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stepSize = (1.0f / x_374);
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currRayHeight = 1.0f;
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vCurrOffset = vec2(0.0f);
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vLastOffset = vec2(0.0f);
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lastSampledHeight = 1.0f;
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currSampledHeight = 1.0f;
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i = 0;
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while (true) {
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int x_388 = i;
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if ((x_388 < 15)) {
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} else {
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break;
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}
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vec2 x_394 = v_uv;
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vec2 x_395 = vCurrOffset;
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vec4 x_397 = vec4(0.0f);
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currSampledHeight = x_397.w;
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float x_400 = currSampledHeight;
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float x_401 = currRayHeight;
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if ((x_400 > x_401)) {
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float x_406 = currSampledHeight;
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float x_407 = currRayHeight;
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delta1 = (x_406 - x_407);
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float x_410 = currRayHeight;
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float x_411 = stepSize;
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float x_413 = lastSampledHeight;
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delta2 = ((x_410 + x_411) - x_413);
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float x_416 = delta1;
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float x_417 = delta1;
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float x_418 = delta2;
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ratio = (x_416 / (x_417 + x_418));
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float x_421 = ratio;
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vec2 x_422 = vLastOffset;
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float x_424 = ratio;
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vec2 x_426 = vCurrOffset;
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vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0f - x_424)));
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break;
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} else {
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float x_431 = stepSize;
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float x_432 = currRayHeight;
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currRayHeight = (x_432 - x_431);
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vec2 x_434 = vCurrOffset;
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vLastOffset = x_434;
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float x_435 = stepSize;
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vec2 x_436 = vMaxOffset;
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vec2 x_438 = vCurrOffset;
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vCurrOffset = (x_438 + (x_436 * x_435));
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float x_440 = currSampledHeight;
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lastSampledHeight = x_440;
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}
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{
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int x_441 = i;
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i = (x_441 + 1);
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}
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}
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vec2 x_444 = vCurrOffset;
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parallaxOcclusion_0 = x_444;
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vec2 x_445 = parallaxOcclusion_0;
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uvOffset = x_445;
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vec2 x_449 = v_uv;
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vec2 x_450 = uvOffset;
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vec4 x_452 = texture(TextureSamplerTexture_TextureSamplerSampler, (x_449 + x_450));
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float x_454 = x_269.u_bumpStrength;
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mat3 x_457 = TBN;
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param_8 = x_457;
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param_9 = vec3(x_452.x, x_452.y, x_452.z);
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param_10 = (1.0f / x_454);
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vec3 x_461 = perturbNormal_mf33_vf3_f1_(param_8, param_9, param_10);
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vec4 x_462 = output4;
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output4 = vec4(x_461.x, x_461.y, x_461.z, x_462.w);
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vec2 x_465 = v_uv;
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vec2 x_466 = uvOffset;
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output6 = (x_465 + x_466);
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vec2 x_474 = output6;
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vec4 x_475 = texture(TextureSampler1Texture_TextureSampler1Sampler, x_474);
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tempTextureRead1 = x_475;
|
|
vec4 x_477 = tempTextureRead1;
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|
rgb1 = vec3(x_477.x, x_477.y, x_477.z);
|
|
vec3 x_481 = x_269.u_cameraPosition;
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vec4 x_482 = v_output1;
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viewDirectionW_1 = normalize((x_481 - vec3(x_482.x, x_482.y, x_482.z)));
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|
shadow = 1.0f;
|
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float x_488 = u_Float;
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glossiness_1 = (1.0f * x_488);
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diffuseBase = vec3(0.0f);
|
|
specularBase = vec3(0.0f);
|
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vec4 x_494 = output4;
|
|
normalW = vec3(x_494.x, x_494.y, x_494.z);
|
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vec3 x_501 = viewDirectionW_1;
|
|
param_11 = x_501;
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|
vec3 x_503 = normalW;
|
|
param_12 = x_503;
|
|
vec4 x_507 = light0.vLightData;
|
|
param_13 = x_507;
|
|
vec4 x_510 = light0.vLightDiffuse;
|
|
param_14 = vec3(x_510.x, x_510.y, x_510.z);
|
|
vec4 x_514 = light0.vLightSpecular;
|
|
param_15 = vec3(x_514.x, x_514.y, x_514.z);
|
|
vec3 x_518 = light0.vLightGround;
|
|
param_16 = x_518;
|
|
float x_520 = glossiness_1;
|
|
param_17 = x_520;
|
|
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;
|
|
vec3 x_523 = info.diffuse;
|
|
float x_524 = shadow;
|
|
vec3 x_526 = diffuseBase;
|
|
diffuseBase = (x_526 + (x_523 * x_524));
|
|
vec3 x_529 = info.specular;
|
|
float x_530 = shadow;
|
|
vec3 x_532 = specularBase;
|
|
specularBase = (x_532 + (x_529 * x_530));
|
|
vec3 x_535 = diffuseBase;
|
|
vec3 x_536 = rgb1;
|
|
diffuseOutput = (x_535 * x_536);
|
|
vec3 x_539 = specularBase;
|
|
vec3 x_540 = u_Color;
|
|
specularOutput = (x_539 * x_540);
|
|
vec3 x_543 = diffuseOutput;
|
|
vec3 x_544 = specularOutput;
|
|
output3 = (x_543 + x_544);
|
|
vec3 x_548 = output3;
|
|
glFragColor = vec4(x_548.x, x_548.y, x_548.z, 1.0f);
|
|
return;
|
|
}
|
|
|
|
struct main_out {
|
|
vec4 glFragColor_1;
|
|
};
|
|
|
|
main_out tint_symbol_1(vec2 vMainuv_param, vec4 v_output1_param, bool tint_symbol_2, vec2 v_uv_param, vec4 v_output2_param) {
|
|
vMainuv = vMainuv_param;
|
|
v_output1 = v_output1_param;
|
|
tint_symbol = tint_symbol_2;
|
|
v_uv = v_uv_param;
|
|
v_output2 = v_output2_param;
|
|
main_1();
|
|
main_out tint_symbol_3 = main_out(glFragColor);
|
|
return tint_symbol_3;
|
|
}
|
|
|
|
void main() {
|
|
main_out inner_result = tint_symbol_1(vMainuv_param_1, v_output1_param_1, gl_FrontFacing, v_uv_param_1, v_output2_param_1);
|
|
glFragColor_1_1 = inner_result.glFragColor_1;
|
|
return;
|
|
}
|