Merge pull request #70 from dariomanesku/master

Small refactor.
This commit is contained in:
Branimir Karadžić 2014-01-30 19:39:59 -08:00
commit 402bfe0760
32 changed files with 462 additions and 452 deletions

View file

@ -12,6 +12,7 @@
#include <bx/timer.h>
#include <bx/readerwriter.h>
#include "entry/entry.h"
#include "entry/camera.h"
#include "fpumath.h"
#include "imgui/imgui.h"
@ -1010,6 +1011,16 @@ int _main_(int /*_argc*/, char** /*_argv*/)
}
memcpy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float));
// Set view and projection matrices.
const float aspect = float(viewState.m_width)/float(viewState.m_height);
mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
float initialPos[3] = { 0.0f, 18.0f, -40.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(-0.35f);
cameraUpdate(0.0f);
cameraGetViewMtx(viewState.m_view);
int64_t timeOffset = bx::getHPCounter();
enum Scene
@ -1103,12 +1114,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Set view and projection matrices.
const float aspect = float(viewState.m_width)/float(viewState.m_height);
mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
float at[3] = { 0.0f, 5.0f, 0.0f };
float eye[3] = { 0.0f, 18.0f, -40.0f };
mtxLookAt(viewState.m_view, eye, at);
// Update camera.
cameraUpdate(deltaTime);
cameraGetViewMtx(viewState.m_view);
static float lightTimeAccumulator = 0.0f;
if (settings_updateLights)

View file

@ -23,6 +23,7 @@ using namespace std::tr1;
#include <bx/hash.h>
#include <bx/float4_t.h>
#include "entry/entry.h"
#include "entry/camera.h"
#include "fpumath.h"
#include "imgui/imgui.h"
@ -2160,10 +2161,23 @@ int _main_(int /*_argc*/, char** /*_argv*/)
MeshChoice currentMesh = BunnyLowPoly;
Scene currentScene = Scene0;
// Set view and projection matrices.
const float fov = 60.0f;
const float aspect = float(viewState.m_width)/float(viewState.m_height);
const float nearPlane = 1.0f;
const float farPlane = 1000.0f;
mtxProj(viewState.m_proj, fov, aspect, nearPlane, farPlane);
float initialPos[3] = { 3.0f, 20.0f, -58.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(-0.25f);
cameraUpdate(0.0f);
cameraGetViewMtx(viewState.m_view);
entry::MouseState mouseState;
while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
{
//respond properly on resize
// Respond properly on resize.
if (oldWidth != viewState.m_width
|| oldHeight != viewState.m_height)
{
@ -2175,17 +2189,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH_D16);
}
//set view and projection matrices
const float fov = 60.0f;
const float aspect = float(viewState.m_width)/float(viewState.m_height);
const float nearPlane = 1.0f;
const float farPlane = 1000.0f;
mtxProj(viewState.m_proj, fov, aspect, nearPlane, farPlane);
float at[3] = { 3.0f, 5.0f, 0.0f };
float eye[3] = { 3.0f, 20.0f, -58.0f };
mtxLookAt(viewState.m_view, eye, at);
//time
// Time.
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
@ -2196,6 +2200,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
const float deltaTime = float(frameTime/freq);
s_uniforms.m_time = time;
// Update camera.
cameraUpdate(deltaTime);
cameraGetViewMtx(viewState.m_view);
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)

View file

@ -17,25 +17,45 @@
#include "fpumath.h"
#include "imgui/imgui.h"
#define RENDER_PASS_0 1
#define RENDER_PASS_1 2
#define RENDER_PASS_2 3
#define RENDER_PASS_3 4
#define RENDER_PASS_4 5
#define RENDER_PASS_5 6
#define RENDER_PASS_6 7
#define RENDER_PASS_7 8
#define RENDER_PASS_8 9
#define RENDER_PASS_9 10
#define RENDER_PASS_10 11
#define RENDER_PASS_11 12
#define RENDER_PASS_12 13
#define RENDER_PASS_13 14
#define RENDER_PASS_14 15
#define RENDER_PASS_15 16
#define RENDER_PASS_16 17
#define RENDER_PASS_17 18
#define RENDER_PASS_18 19
#define RENDERVIEW_SHADOWMAP_0_ID 1
#define RENDERVIEW_SHADOWMAP_1_ID 2
#define RENDERVIEW_SHADOWMAP_2_ID 3
#define RENDERVIEW_SHADOWMAP_3_ID 4
#define RENDERVIEW_SHADOWMAP_4_ID 5
#define RENDERVIEW_VBLUR_0_ID 6
#define RENDERVIEW_HBLUR_0_ID 7
#define RENDERVIEW_VBLUR_1_ID 8
#define RENDERVIEW_HBLUR_1_ID 9
#define RENDERVIEW_VBLUR_2_ID 10
#define RENDERVIEW_HBLUR_2_ID 11
#define RENDERVIEW_VBLUR_3_ID 12
#define RENDERVIEW_HBLUR_3_ID 13
#define RENDERVIEW_DRAWSCENE_0_ID 14
#define RENDERVIEW_DRAWSCENE_1_ID 15
#define RENDERVIEW_DRAWDEPTH_0_ID 16
#define RENDERVIEW_DRAWDEPTH_1_ID 17
#define RENDERVIEW_DRAWDEPTH_2_ID 18
#define RENDERVIEW_DRAWDEPTH_3_ID 19
#define RENDERVIEW_SHADOWMAP_0_BIT (1<<RENDERVIEW_SHADOWMAP_0_ID)
#define RENDERVIEW_SHADOWMAP_1_BIT (1<<RENDERVIEW_SHADOWMAP_1_ID)
#define RENDERVIEW_SHADOWMAP_2_BIT (1<<RENDERVIEW_SHADOWMAP_2_ID)
#define RENDERVIEW_SHADOWMAP_3_BIT (1<<RENDERVIEW_SHADOWMAP_3_ID)
#define RENDERVIEW_SHADOWMAP_4_BIT (1<<RENDERVIEW_SHADOWMAP_4_ID)
#define RENDERVIEW_VBLUR_0_BIT (1<<RENDERVIEW_VBLUR_0_ID)
#define RENDERVIEW_HBLUR_0_BIT (1<<RENDERVIEW_HBLUR_0_ID)
#define RENDERVIEW_VBLUR_1_BIT (1<<RENDERVIEW_VBLUR_1_ID)
#define RENDERVIEW_HBLUR_1_BIT (1<<RENDERVIEW_HBLUR_1_ID)
#define RENDERVIEW_VBLUR_2_BIT (1<<RENDERVIEW_VBLUR_2_ID)
#define RENDERVIEW_HBLUR_2_BIT (1<<RENDERVIEW_HBLUR_2_ID)
#define RENDERVIEW_VBLUR_3_BIT (1<<RENDERVIEW_VBLUR_3_ID)
#define RENDERVIEW_HBLUR_3_BIT (1<<RENDERVIEW_HBLUR_3_ID)
#define RENDERVIEW_DRAWSCENE_0_BIT (1<<RENDERVIEW_DRAWSCENE_0_ID)
#define RENDERVIEW_DRAWSCENE_1_BIT (1<<RENDERVIEW_DRAWSCENE_1_ID)
#define RENDERVIEW_DRAWDEPTH_0_BIT (1<<RENDERVIEW_DRAWDEPTH_0_ID)
#define RENDERVIEW_DRAWDEPTH_1_BIT (1<<RENDERVIEW_DRAWDEPTH_1_ID)
#define RENDERVIEW_DRAWDEPTH_2_BIT (1<<RENDERVIEW_DRAWDEPTH_2_ID)
#define RENDERVIEW_DRAWDEPTH_3_BIT (1<<RENDERVIEW_DRAWDEPTH_3_ID)
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
{
@ -161,56 +181,29 @@ struct ShadowMapRenderTargets
void imguiEnum(SmImpl::Enum& _enum)
{
if (imguiCheck("Hard", SmImpl::Hard == _enum) )
{
_enum = SmImpl::Hard;
}
if (imguiCheck("PCF", SmImpl::PCF == _enum) )
{
_enum = SmImpl::PCF;
}
if (imguiCheck("VSM", SmImpl::VSM == _enum) )
{
_enum = SmImpl::VSM;
}
if (imguiCheck("ESM", SmImpl::ESM == _enum) )
{
_enum = SmImpl::ESM;
}
_enum = (SmImpl::Enum)imguiChoose(_enum
, "Hard"
, "PCF"
, "VSM"
, "ESM"
);
}
void imguiEnum(DepthImpl::Enum& _enum)
{
if (imguiCheck("InvZ", DepthImpl::InvZ == _enum) )
{
_enum = DepthImpl::InvZ;
}
if (imguiCheck("Linear", DepthImpl::Linear == _enum) )
{
_enum = DepthImpl::Linear;
}
_enum = (DepthImpl::Enum)imguiChoose(_enum
, "InvZ"
, "Linear"
);
}
void imguiEnum(LightType::Enum& _enum)
{
if (imguiCheck("Spot light", LightType::SpotLight == _enum) )
{
_enum = LightType::SpotLight;
}
if (imguiCheck("Point light", LightType::PointLight == _enum) )
{
_enum = LightType::PointLight;
}
if (imguiCheck("Directional light", LightType::DirectionalLight == _enum) )
{
_enum = LightType::DirectionalLight;
}
_enum = (LightType::Enum)imguiChoose(_enum
, "Spot light"
, "Point light"
, "Directional light"
);
}
void imguiBool(const char* _str, bool& _flag, bool _enabled = true)
@ -2102,6 +2095,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
float initialPos[3] = { 0.0f, 60.0f, -105.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(-0.45f);
cameraUpdate(0.0f);
// Set view and projection matrices.
const float camFovy = 60.0f;
@ -2595,7 +2589,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
}
// Reset render targets.
const uint32_t viewMask = (uint32_t(1) << (RENDER_PASS_18+1) ) - 1;
const uint32_t viewMask = (uint32_t(1) << (RENDERVIEW_DRAWDEPTH_3_ID+1) ) - 1;
const bgfx::RenderTargetHandle invalidRt = BGFX_INVALID_HANDLE;
bgfx::setViewRenderTargetMask(viewMask, invalidRt);
@ -2612,123 +2606,123 @@ int _main_(int /*_argc*/, char** /*_argv*/)
if (LightType::SpotLight == settings.m_lightType)
{
/**
* RENDER_PASS_0 - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
* RENDER_PASS_1 - Craft shadow map.
* RENDER_PASS_5 - Vertical blur.
* RENDER_PASS_6 - Horizontal blur.
* RENDER_PASS_13 - Draw scene.
* RENDER_PASS_14 - Draw floor bottom.
* RENDER_PASS_15 - Draw depth buffer.
* RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
* RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
* RENDERVIEW_VBLUR_0_ID - Vertical blur.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
*/
bgfx::setViewRect(RENDER_PASS_0, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_1, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_5, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_6, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_13, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_14, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_15, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDER_PASS_0, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_1, lightView[0], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDER_PASS_5, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_6, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_13, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_14, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_15, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewRenderTarget(RENDER_PASS_0, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_1, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_5, s_rtBlur);
bgfx::setViewRenderTarget(RENDER_PASS_6, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
}
else if (LightType::PointLight == settings.m_lightType)
{
/**
* RENDER_PASS_0 - Clear entire shadow map.
* RENDER_PASS_1 - Craft green tetrahedron shadow face.
* RENDER_PASS_2 - Craft yellow tetrahedron shadow face.
* RENDER_PASS_3 - Craft blue tetrahedron shadow face.
* RENDER_PASS_4 - Craft red tetrahedron shadow face.
* RENDER_PASS_5 - Vertical blur.
* RENDER_PASS_6 - Horizontal blur.
* RENDER_PASS_13 - Draw scene.
* RENDER_PASS_14 - Draw floor bottom.
* RENDER_PASS_15 - Draw depth buffer.
* RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
* RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
* RENDERVIEW_VBLUR_0_ID - Vertical blur.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
*/
bgfx::setViewRect(RENDER_PASS_0, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
if (settings.m_stencilPack)
{
const uint16_t f = currentShadowMapSize; //full size
const uint16_t h = currentShadowMapSize/2; //half size
bgfx::setViewRect(RENDER_PASS_1, 0, 0, f, h);
bgfx::setViewRect(RENDER_PASS_2, 0, h, f, h);
bgfx::setViewRect(RENDER_PASS_3, 0, 0, h, f);
bgfx::setViewRect(RENDER_PASS_4, h, 0, h, f);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
}
else
{
const uint16_t h = currentShadowMapSize/2; //half size
bgfx::setViewRect(RENDER_PASS_1, 0, 0, h, h);
bgfx::setViewRect(RENDER_PASS_2, h, 0, h, h);
bgfx::setViewRect(RENDER_PASS_3, 0, h, h, h);
bgfx::setViewRect(RENDER_PASS_4, h, h, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
}
bgfx::setViewRect(RENDER_PASS_5, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_6, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_13, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_14, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_15, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDER_PASS_0, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_1, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDER_PASS_2, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
if(settings.m_stencilPack)
{
bgfx::setViewTransform(RENDER_PASS_3, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
bgfx::setViewTransform(RENDER_PASS_4, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
}
else
{
bgfx::setViewTransform(RENDER_PASS_3, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDER_PASS_4, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
}
bgfx::setViewTransform(RENDER_PASS_5, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_6, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_13, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_14, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_15, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewRenderTarget(RENDER_PASS_0, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_1, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_2, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_3, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_4, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_5, s_rtBlur);
bgfx::setViewRenderTarget(RENDER_PASS_6, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
}
else // LightType::DirectionalLight == settings.m_lightType
{
/**
* RENDER_PASS_1 - Craft shadow map for first split.
* RENDER_PASS_2 - Craft shadow map for second split.
* RENDER_PASS_3 - Craft shadow map for third split.
* RENDER_PASS_4 - Craft shadow map for fourth split.
* RENDER_PASS_5 - Vertical blur for first split.
* RENDER_PASS_6 - Horizontal blur for first split.
* RENDER_PASS_7 - Vertical blur for second split.
* RENDER_PASS_8 - Horizontal blur for second split.
* RENDER_PASS_9 - Vertical blur for third split.
* RENDER_PASS_10 - Horizontal blur for third split.
* RENDER_PASS_11 - Vertical blur for fourth split.
* RENDER_PASS_12 - Horizontal blur for fourth split.
* RENDER_PASS_13 - Draw scene.
* RENDER_PASS_14 - Draw floor bottom.
* RENDER_PASS_15 - Draw depth buffer for first split.
* RENDER_PASS_16 - Draw depth buffer for second split.
* RENDER_PASS_17 - Draw depth buffer for third split.
* RENDER_PASS_18 - Draw depth buffer for fourth split.
* RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
* RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
* RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
* RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
* RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
* RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
* RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
* RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
* RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
* RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
* RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
* RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
* RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
* RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
*/
const uint16_t depthRectHeight = viewState.m_height / 3;
@ -2736,56 +2730,56 @@ int _main_(int /*_argc*/, char** /*_argv*/)
const uint16_t depthRectX = 0;
const uint16_t depthRectY = viewState.m_height - depthRectHeight;
bgfx::setViewRect(RENDER_PASS_1, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_2, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_3, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_4, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_5, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_6, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_7, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_8, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_9, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_10, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_11, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_12, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDER_PASS_13, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_14, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDER_PASS_15, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDER_PASS_16, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDER_PASS_17, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDER_PASS_18, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDER_PASS_1, lightView[0], lightProj[0]);
bgfx::setViewTransform(RENDER_PASS_2, lightView[0], lightProj[1]);
bgfx::setViewTransform(RENDER_PASS_3, lightView[0], lightProj[2]);
bgfx::setViewTransform(RENDER_PASS_4, lightView[0], lightProj[3]);
bgfx::setViewTransform(RENDER_PASS_5, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_6, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_7, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_8, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_9, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_10, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_11, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_12, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_13, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_14, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDER_PASS_15, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_16, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_17, screenView, screenProj);
bgfx::setViewTransform(RENDER_PASS_18, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
bgfx::setViewRenderTarget(RENDER_PASS_1, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDER_PASS_2, s_rtShadowMap[1]);
bgfx::setViewRenderTarget(RENDER_PASS_3, s_rtShadowMap[2]);
bgfx::setViewRenderTarget(RENDER_PASS_4, s_rtShadowMap[3]);
bgfx::setViewRenderTarget(RENDER_PASS_5, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDER_PASS_6, s_rtShadowMap[0]); //hblur
bgfx::setViewRenderTarget(RENDER_PASS_7, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDER_PASS_8, s_rtShadowMap[1]); //hblur
bgfx::setViewRenderTarget(RENDER_PASS_9, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDER_PASS_10, s_rtShadowMap[2]); //hblur
bgfx::setViewRenderTarget(RENDER_PASS_11, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDER_PASS_12, s_rtShadowMap[3]); //hblur
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
bgfx::setViewRenderTarget(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
bgfx::setViewRenderTarget(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
bgfx::setViewRenderTarget(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
}
// Clear backbuffer at beginning.
@ -2804,13 +2798,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
: BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT
;
bgfx::setViewClear(RENDER_PASS_0
bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
, flags0
, 0xfefefefe //blur fails on completely white regions
, clearValues.m_clearDepth
, clearValues.m_clearStencil
);
bgfx::submit(RENDER_PASS_0);
bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
? BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
@ -2819,13 +2813,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
for (uint8_t ii = 0; ii < 4; ++ii)
{
bgfx::setViewClear(RENDER_PASS_1+ii
bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
, flags1
, 0xfefefefe //blur fails on completely white regions
, clearValues.m_clearDepth
, clearValues.m_clearStencil
);
bgfx::submit(RENDER_PASS_1+ii);
bgfx::submit(RENDERVIEW_SHADOWMAP_1_ID+ii);
}
// Render.
@ -2885,7 +2879,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
| BGFX_STENCIL_OP_PASS_Z_REPLACE
);
bgfx::setVertexBuffer(&vb);
bgfx::submit(RENDER_PASS_0);
bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
}
}
@ -2906,7 +2900,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
for (uint8_t ii = 0; ii < drawNum; ++ii)
{
const uint8_t viewId = RENDER_PASS_1 + ii;
const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
@ -2964,19 +2958,19 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::setProgram(s_programs.m_vBlur[depthType]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDER_PASS_5);
bgfx::submit(RENDERVIEW_VBLUR_0_ID);
bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
bgfx::setProgram(s_programs.m_hBlur[depthType]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDER_PASS_6);
bgfx::submit(RENDERVIEW_HBLUR_0_ID);
if (LightType::DirectionalLight == settings.m_lightType)
{
for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
{
const uint8_t viewId = RENDER_PASS_5 + jj;
const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
bgfx::setProgram(s_programs.m_vBlur[depthType]);
@ -3123,7 +3117,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
{
mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
}
hplaneMesh.submit(RENDER_PASS_13
hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxFloor
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
@ -3134,7 +3128,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
{
mtxMul(lightMtx, mtxBunny, mtxShadow);
}
bunnyMesh.submit(RENDER_PASS_13
bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxBunny
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
@ -3145,7 +3139,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
{
mtxMul(lightMtx, mtxHollowcube, mtxShadow);
}
hollowcubeMesh.submit(RENDER_PASS_13
hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxHollowcube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
@ -3156,7 +3150,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
{
mtxMul(lightMtx, mtxCube, mtxShadow);
}
cubeMesh.submit(RENDER_PASS_13
cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxCube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
@ -3169,7 +3163,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
{
mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
}
treeMesh.submit(RENDER_PASS_13
treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxTrees[ii]
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
@ -3182,7 +3176,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
float mtx[16];
mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
vplaneMesh.submit(RENDER_PASS_13
vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtx
, s_programs.m_colorTexture
, s_renderStates[RenderState::Custom_BlendLightTexture]
@ -3204,7 +3198,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
, 0.0f //translateZ
);
hplaneMesh.submit(RENDER_PASS_14
hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
, floorBottomMtx
, s_programs.m_texture
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
@ -3219,7 +3213,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::setProgram(s_programs.m_drawDepth[depthType]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDER_PASS_15);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID);
if (LightType::DirectionalLight == settings.m_lightType)
{
@ -3229,7 +3223,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::setProgram(s_programs.m_drawDepth[depthType]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDER_PASS_15+ii);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii);
}
}
}

View file

@ -94,7 +94,7 @@ void main ()
if (tmpvar_24) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = clamp (exp((_depthMultiplier_21 * (dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)))), 0.0, 1.0);
tmpvar_22 = clamp (exp((_depthMultiplier_21 * (dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)))), 0.0, 1.0);
};
visibility_1 = tmpvar_22;
} else {
@ -132,7 +132,7 @@ void main ()
if (tmpvar_34) {
tmpvar_32 = 1.0;
} else {
tmpvar_32 = clamp (exp((_depthMultiplier_31 * (dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)))), 0.0, 1.0);
tmpvar_32 = clamp (exp((_depthMultiplier_31 * (dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)))), 0.0, 1.0);
};
visibility_1 = tmpvar_32;
} else {
@ -170,7 +170,7 @@ void main ()
if (tmpvar_44) {
tmpvar_42 = 1.0;
} else {
tmpvar_42 = clamp (exp((_depthMultiplier_41 * (dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)))), 0.0, 1.0);
tmpvar_42 = clamp (exp((_depthMultiplier_41 * (dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)))), 0.0, 1.0);
};
visibility_1 = tmpvar_42;
} else {
@ -207,7 +207,7 @@ void main ()
if (tmpvar_54) {
tmpvar_52 = 1.0;
} else {
tmpvar_52 = clamp (exp((_depthMultiplier_51 * (dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)))), 0.0, 1.0);
tmpvar_52 = clamp (exp((_depthMultiplier_51 * (dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)))), 0.0, 1.0);
};
visibility_1 = tmpvar_52;
};
@ -240,7 +240,7 @@ void main ()
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
float tmpvar_65;
tmpvar_65 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -96,7 +96,7 @@ void main ()
if (tmpvar_24) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = clamp (exp((_depthMultiplier_22 * (dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x)))), 0.0, 1.0);
tmpvar_23 = clamp (exp((_depthMultiplier_22 * (dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x)))), 0.0, 1.0);
};
visibility_1 = tmpvar_23;
} else {
@ -136,7 +136,7 @@ void main ()
if (tmpvar_34) {
tmpvar_33 = 1.0;
} else {
tmpvar_33 = clamp (exp((_depthMultiplier_32 * (dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x)))), 0.0, 1.0);
tmpvar_33 = clamp (exp((_depthMultiplier_32 * (dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x)))), 0.0, 1.0);
};
visibility_1 = tmpvar_33;
} else {
@ -176,7 +176,7 @@ void main ()
if (tmpvar_44) {
tmpvar_43 = 1.0;
} else {
tmpvar_43 = clamp (exp((_depthMultiplier_42 * (dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x)))), 0.0, 1.0);
tmpvar_43 = clamp (exp((_depthMultiplier_42 * (dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x)))), 0.0, 1.0);
};
visibility_1 = tmpvar_43;
} else {
@ -215,7 +215,7 @@ void main ()
if (tmpvar_54) {
tmpvar_53 = 1.0;
} else {
tmpvar_53 = clamp (exp((_depthMultiplier_52 * (dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x)))), 0.0, 1.0);
tmpvar_53 = clamp (exp((_depthMultiplier_52 * (dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x)))), 0.0, 1.0);
};
visibility_1 = tmpvar_53;
};
@ -248,7 +248,7 @@ void main ()
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
float tmpvar_65;
tmpvar_65 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -92,7 +92,7 @@ void main ()
if (tmpvar_23) {
tmpvar_21 = 1.0;
} else {
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)));
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)));
};
visibility_1 = tmpvar_21;
} else {
@ -128,7 +128,7 @@ void main ()
if (tmpvar_32) {
tmpvar_30 = 1.0;
} else {
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)));
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)));
};
visibility_1 = tmpvar_30;
} else {
@ -164,7 +164,7 @@ void main ()
if (tmpvar_41) {
tmpvar_39 = 1.0;
} else {
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)));
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)));
};
visibility_1 = tmpvar_39;
} else {
@ -199,7 +199,7 @@ void main ()
if (tmpvar_50) {
tmpvar_48 = 1.0;
} else {
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)));
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)));
};
visibility_1 = tmpvar_48;
};
@ -232,7 +232,7 @@ void main ()
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
float tmpvar_61;
tmpvar_61 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -94,7 +94,7 @@ void main ()
if (tmpvar_23) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (v_texcoord1.z - u_params1.x)));
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= (v_texcoord1.z - u_params1.x)));
};
visibility_1 = tmpvar_22;
} else {
@ -132,7 +132,7 @@ void main ()
if (tmpvar_32) {
tmpvar_31 = 1.0;
} else {
tmpvar_31 = float((dot (texture2D (u_shadowMap1, tmpvar_30.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (v_texcoord2.z - u_params1.x)));
tmpvar_31 = float((dot (texture2D (u_shadowMap1, tmpvar_30.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= (v_texcoord2.z - u_params1.x)));
};
visibility_1 = tmpvar_31;
} else {
@ -170,7 +170,7 @@ void main ()
if (tmpvar_41) {
tmpvar_40 = 1.0;
} else {
tmpvar_40 = float((dot (texture2D (u_shadowMap2, tmpvar_39.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (v_texcoord3.z - u_params1.x)));
tmpvar_40 = float((dot (texture2D (u_shadowMap2, tmpvar_39.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= (v_texcoord3.z - u_params1.x)));
};
visibility_1 = tmpvar_40;
} else {
@ -207,7 +207,7 @@ void main ()
if (tmpvar_50) {
tmpvar_49 = 1.0;
} else {
tmpvar_49 = float((dot (texture2D (u_shadowMap3, tmpvar_48.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (v_texcoord4.z - u_params1.x)));
tmpvar_49 = float((dot (texture2D (u_shadowMap3, tmpvar_48.xy), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= (v_texcoord4.z - u_params1.x)));
};
visibility_1 = tmpvar_49;
};
@ -240,7 +240,7 @@ void main ()
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
float tmpvar_61;
tmpvar_61 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -57,7 +57,7 @@ void main ()
if (tmpvar_14) {
tmpvar_12 = 1.0;
} else {
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_11.z - u_params1.x) / _shadowCoord_11.w)));
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_11.z - u_params1.x) / _shadowCoord_11.w)));
};
result_8 = tmpvar_12;
vec4 tmpvar_15;
@ -77,7 +77,7 @@ void main ()
if (tmpvar_19) {
tmpvar_17 = 1.0;
} else {
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_16.z - u_params1.x) / _shadowCoord_16.w)));
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_16.z - u_params1.x) / _shadowCoord_16.w)));
};
result_8 = (tmpvar_12 + tmpvar_17);
vec4 tmpvar_20;
@ -97,7 +97,7 @@ void main ()
if (tmpvar_24) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_21.z - u_params1.x) / _shadowCoord_21.w)));
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_21.z - u_params1.x) / _shadowCoord_21.w)));
};
result_8 = (result_8 + tmpvar_22);
vec4 tmpvar_25;
@ -117,7 +117,7 @@ void main ()
if (tmpvar_29) {
tmpvar_27 = 1.0;
} else {
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_26.z - u_params1.x) / _shadowCoord_26.w)));
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_26.z - u_params1.x) / _shadowCoord_26.w)));
};
result_8 = (result_8 + tmpvar_27);
vec4 tmpvar_30;
@ -137,7 +137,7 @@ void main ()
if (tmpvar_34) {
tmpvar_32 = 1.0;
} else {
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_31.z - u_params1.x) / _shadowCoord_31.w)));
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_31.z - u_params1.x) / _shadowCoord_31.w)));
};
result_8 = (result_8 + tmpvar_32);
vec4 tmpvar_35;
@ -157,7 +157,7 @@ void main ()
if (tmpvar_39) {
tmpvar_37 = 1.0;
} else {
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_36.z - u_params1.x) / _shadowCoord_36.w)));
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_36.z - u_params1.x) / _shadowCoord_36.w)));
};
result_8 = (result_8 + tmpvar_37);
vec4 tmpvar_40;
@ -177,7 +177,7 @@ void main ()
if (tmpvar_44) {
tmpvar_42 = 1.0;
} else {
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_41.z - u_params1.x) / _shadowCoord_41.w)));
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_41.z - u_params1.x) / _shadowCoord_41.w)));
};
result_8 = (result_8 + tmpvar_42);
vec4 tmpvar_45;
@ -197,7 +197,7 @@ void main ()
if (tmpvar_49) {
tmpvar_47 = 1.0;
} else {
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_46.z - u_params1.x) / _shadowCoord_46.w)));
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_46.z - u_params1.x) / _shadowCoord_46.w)));
};
result_8 = (result_8 + tmpvar_47);
vec4 tmpvar_50;
@ -217,7 +217,7 @@ void main ()
if (tmpvar_54) {
tmpvar_52 = 1.0;
} else {
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_51.z - u_params1.x) / _shadowCoord_51.w)));
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_51.z - u_params1.x) / _shadowCoord_51.w)));
};
result_8 = (result_8 + tmpvar_52);
vec4 tmpvar_55;
@ -237,7 +237,7 @@ void main ()
if (tmpvar_59) {
tmpvar_57 = 1.0;
} else {
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_56.z - u_params1.x) / _shadowCoord_56.w)));
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_56.z - u_params1.x) / _shadowCoord_56.w)));
};
result_8 = (result_8 + tmpvar_57);
vec4 tmpvar_60;
@ -257,7 +257,7 @@ void main ()
if (tmpvar_64) {
tmpvar_62 = 1.0;
} else {
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_61.z - u_params1.x) / _shadowCoord_61.w)));
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_61.z - u_params1.x) / _shadowCoord_61.w)));
};
result_8 = (result_8 + tmpvar_62);
vec4 tmpvar_65;
@ -277,7 +277,7 @@ void main ()
if (tmpvar_69) {
tmpvar_67 = 1.0;
} else {
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_66.z - u_params1.x) / _shadowCoord_66.w)));
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_66.z - u_params1.x) / _shadowCoord_66.w)));
};
result_8 = (result_8 + tmpvar_67);
vec4 tmpvar_70;
@ -297,7 +297,7 @@ void main ()
if (tmpvar_74) {
tmpvar_72 = 1.0;
} else {
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_71.z - u_params1.x) / _shadowCoord_71.w)));
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_71.z - u_params1.x) / _shadowCoord_71.w)));
};
result_8 = (result_8 + tmpvar_72);
vec4 tmpvar_75;
@ -317,7 +317,7 @@ void main ()
if (tmpvar_79) {
tmpvar_77 = 1.0;
} else {
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_76.z - u_params1.x) / _shadowCoord_76.w)));
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_76.z - u_params1.x) / _shadowCoord_76.w)));
};
result_8 = (result_8 + tmpvar_77);
vec4 tmpvar_80;
@ -337,7 +337,7 @@ void main ()
if (tmpvar_84) {
tmpvar_82 = 1.0;
} else {
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_81.z - u_params1.x) / _shadowCoord_81.w)));
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_81.z - u_params1.x) / _shadowCoord_81.w)));
};
result_8 = (result_8 + tmpvar_82);
vec4 tmpvar_85;
@ -357,7 +357,7 @@ void main ()
if (tmpvar_89) {
tmpvar_87 = 1.0;
} else {
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_86.z - u_params1.x) / _shadowCoord_86.w)));
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_86.z - u_params1.x) / _shadowCoord_86.w)));
};
float tmpvar_90;
tmpvar_90 = (result_8 + tmpvar_87);
@ -390,7 +390,7 @@ void main ()
tmpvar_100 = (max (tmpvar_99, 0.0) * tmpvar_93);
float tmpvar_101;
tmpvar_101 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y)) * u_color.xyz) * tmpvar_7))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_101) * tmpvar_101)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y)) * u_color.xyz) * tmpvar_7))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_101) * tmpvar_101)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -102,7 +102,7 @@ void main ()
if (tmpvar_27) {
tmpvar_25 = 1.0;
} else {
tmpvar_25 = float((dot (texture2D (u_shadowMap0, tmpvar_26), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_24.z - u_params1.x) / _shadowCoord_24.w)));
tmpvar_25 = float((dot (texture2D (u_shadowMap0, tmpvar_26), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_24.z - u_params1.x) / _shadowCoord_24.w)));
};
result_21 = tmpvar_25;
vec4 tmpvar_28;
@ -122,7 +122,7 @@ void main ()
if (tmpvar_32) {
tmpvar_30 = 1.0;
} else {
tmpvar_30 = float((dot (texture2D (u_shadowMap0, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_29.z - u_params1.x) / _shadowCoord_29.w)));
tmpvar_30 = float((dot (texture2D (u_shadowMap0, tmpvar_31), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_29.z - u_params1.x) / _shadowCoord_29.w)));
};
result_21 = (tmpvar_25 + tmpvar_30);
vec4 tmpvar_33;
@ -142,7 +142,7 @@ void main ()
if (tmpvar_37) {
tmpvar_35 = 1.0;
} else {
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
};
result_21 = (result_21 + tmpvar_35);
vec4 tmpvar_38;
@ -162,7 +162,7 @@ void main ()
if (tmpvar_42) {
tmpvar_40 = 1.0;
} else {
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
};
result_21 = (result_21 + tmpvar_40);
vec4 tmpvar_43;
@ -182,7 +182,7 @@ void main ()
if (tmpvar_47) {
tmpvar_45 = 1.0;
} else {
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
};
result_21 = (result_21 + tmpvar_45);
vec4 tmpvar_48;
@ -202,7 +202,7 @@ void main ()
if (tmpvar_52) {
tmpvar_50 = 1.0;
} else {
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
};
result_21 = (result_21 + tmpvar_50);
vec4 tmpvar_53;
@ -222,7 +222,7 @@ void main ()
if (tmpvar_57) {
tmpvar_55 = 1.0;
} else {
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
};
result_21 = (result_21 + tmpvar_55);
vec4 tmpvar_58;
@ -242,7 +242,7 @@ void main ()
if (tmpvar_62) {
tmpvar_60 = 1.0;
} else {
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
};
result_21 = (result_21 + tmpvar_60);
vec4 tmpvar_63;
@ -262,7 +262,7 @@ void main ()
if (tmpvar_67) {
tmpvar_65 = 1.0;
} else {
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
};
result_21 = (result_21 + tmpvar_65);
vec4 tmpvar_68;
@ -282,7 +282,7 @@ void main ()
if (tmpvar_72) {
tmpvar_70 = 1.0;
} else {
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
};
result_21 = (result_21 + tmpvar_70);
vec4 tmpvar_73;
@ -302,7 +302,7 @@ void main ()
if (tmpvar_77) {
tmpvar_75 = 1.0;
} else {
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
};
result_21 = (result_21 + tmpvar_75);
vec4 tmpvar_78;
@ -322,7 +322,7 @@ void main ()
if (tmpvar_82) {
tmpvar_80 = 1.0;
} else {
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
};
result_21 = (result_21 + tmpvar_80);
vec4 tmpvar_83;
@ -342,7 +342,7 @@ void main ()
if (tmpvar_87) {
tmpvar_85 = 1.0;
} else {
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
};
result_21 = (result_21 + tmpvar_85);
vec4 tmpvar_88;
@ -362,7 +362,7 @@ void main ()
if (tmpvar_92) {
tmpvar_90 = 1.0;
} else {
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
};
result_21 = (result_21 + tmpvar_90);
vec4 tmpvar_93;
@ -382,7 +382,7 @@ void main ()
if (tmpvar_97) {
tmpvar_95 = 1.0;
} else {
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
};
result_21 = (result_21 + tmpvar_95);
vec4 tmpvar_98;
@ -402,7 +402,7 @@ void main ()
if (tmpvar_102) {
tmpvar_100 = 1.0;
} else {
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
};
float tmpvar_103;
tmpvar_103 = (result_21 + tmpvar_100);
@ -450,7 +450,7 @@ void main ()
if (tmpvar_116) {
tmpvar_114 = 1.0;
} else {
tmpvar_114 = float((dot (texture2D (u_shadowMap1, tmpvar_115), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_113.z - u_params1.x) / _shadowCoord_113.w)));
tmpvar_114 = float((dot (texture2D (u_shadowMap1, tmpvar_115), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_113.z - u_params1.x) / _shadowCoord_113.w)));
};
result_110 = tmpvar_114;
vec4 tmpvar_117;
@ -470,7 +470,7 @@ void main ()
if (tmpvar_121) {
tmpvar_119 = 1.0;
} else {
tmpvar_119 = float((dot (texture2D (u_shadowMap1, tmpvar_120), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_118.z - u_params1.x) / _shadowCoord_118.w)));
tmpvar_119 = float((dot (texture2D (u_shadowMap1, tmpvar_120), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_118.z - u_params1.x) / _shadowCoord_118.w)));
};
result_110 = (tmpvar_114 + tmpvar_119);
vec4 tmpvar_122;
@ -490,7 +490,7 @@ void main ()
if (tmpvar_126) {
tmpvar_124 = 1.0;
} else {
tmpvar_124 = float((dot (texture2D (u_shadowMap1, tmpvar_125), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_123.z - u_params1.x) / _shadowCoord_123.w)));
tmpvar_124 = float((dot (texture2D (u_shadowMap1, tmpvar_125), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_123.z - u_params1.x) / _shadowCoord_123.w)));
};
result_110 = (result_110 + tmpvar_124);
vec4 tmpvar_127;
@ -510,7 +510,7 @@ void main ()
if (tmpvar_131) {
tmpvar_129 = 1.0;
} else {
tmpvar_129 = float((dot (texture2D (u_shadowMap1, tmpvar_130), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_128.z - u_params1.x) / _shadowCoord_128.w)));
tmpvar_129 = float((dot (texture2D (u_shadowMap1, tmpvar_130), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_128.z - u_params1.x) / _shadowCoord_128.w)));
};
result_110 = (result_110 + tmpvar_129);
vec4 tmpvar_132;
@ -530,7 +530,7 @@ void main ()
if (tmpvar_136) {
tmpvar_134 = 1.0;
} else {
tmpvar_134 = float((dot (texture2D (u_shadowMap1, tmpvar_135), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_133.z - u_params1.x) / _shadowCoord_133.w)));
tmpvar_134 = float((dot (texture2D (u_shadowMap1, tmpvar_135), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_133.z - u_params1.x) / _shadowCoord_133.w)));
};
result_110 = (result_110 + tmpvar_134);
vec4 tmpvar_137;
@ -550,7 +550,7 @@ void main ()
if (tmpvar_141) {
tmpvar_139 = 1.0;
} else {
tmpvar_139 = float((dot (texture2D (u_shadowMap1, tmpvar_140), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_138.z - u_params1.x) / _shadowCoord_138.w)));
tmpvar_139 = float((dot (texture2D (u_shadowMap1, tmpvar_140), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_138.z - u_params1.x) / _shadowCoord_138.w)));
};
result_110 = (result_110 + tmpvar_139);
vec4 tmpvar_142;
@ -570,7 +570,7 @@ void main ()
if (tmpvar_146) {
tmpvar_144 = 1.0;
} else {
tmpvar_144 = float((dot (texture2D (u_shadowMap1, tmpvar_145), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_143.z - u_params1.x) / _shadowCoord_143.w)));
tmpvar_144 = float((dot (texture2D (u_shadowMap1, tmpvar_145), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_143.z - u_params1.x) / _shadowCoord_143.w)));
};
result_110 = (result_110 + tmpvar_144);
vec4 tmpvar_147;
@ -590,7 +590,7 @@ void main ()
if (tmpvar_151) {
tmpvar_149 = 1.0;
} else {
tmpvar_149 = float((dot (texture2D (u_shadowMap1, tmpvar_150), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_148.z - u_params1.x) / _shadowCoord_148.w)));
tmpvar_149 = float((dot (texture2D (u_shadowMap1, tmpvar_150), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_148.z - u_params1.x) / _shadowCoord_148.w)));
};
result_110 = (result_110 + tmpvar_149);
vec4 tmpvar_152;
@ -610,7 +610,7 @@ void main ()
if (tmpvar_156) {
tmpvar_154 = 1.0;
} else {
tmpvar_154 = float((dot (texture2D (u_shadowMap1, tmpvar_155), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_153.z - u_params1.x) / _shadowCoord_153.w)));
tmpvar_154 = float((dot (texture2D (u_shadowMap1, tmpvar_155), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_153.z - u_params1.x) / _shadowCoord_153.w)));
};
result_110 = (result_110 + tmpvar_154);
vec4 tmpvar_157;
@ -630,7 +630,7 @@ void main ()
if (tmpvar_161) {
tmpvar_159 = 1.0;
} else {
tmpvar_159 = float((dot (texture2D (u_shadowMap1, tmpvar_160), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_158.z - u_params1.x) / _shadowCoord_158.w)));
tmpvar_159 = float((dot (texture2D (u_shadowMap1, tmpvar_160), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_158.z - u_params1.x) / _shadowCoord_158.w)));
};
result_110 = (result_110 + tmpvar_159);
vec4 tmpvar_162;
@ -650,7 +650,7 @@ void main ()
if (tmpvar_166) {
tmpvar_164 = 1.0;
} else {
tmpvar_164 = float((dot (texture2D (u_shadowMap1, tmpvar_165), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_163.z - u_params1.x) / _shadowCoord_163.w)));
tmpvar_164 = float((dot (texture2D (u_shadowMap1, tmpvar_165), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_163.z - u_params1.x) / _shadowCoord_163.w)));
};
result_110 = (result_110 + tmpvar_164);
vec4 tmpvar_167;
@ -670,7 +670,7 @@ void main ()
if (tmpvar_171) {
tmpvar_169 = 1.0;
} else {
tmpvar_169 = float((dot (texture2D (u_shadowMap1, tmpvar_170), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_168.z - u_params1.x) / _shadowCoord_168.w)));
tmpvar_169 = float((dot (texture2D (u_shadowMap1, tmpvar_170), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_168.z - u_params1.x) / _shadowCoord_168.w)));
};
result_110 = (result_110 + tmpvar_169);
vec4 tmpvar_172;
@ -690,7 +690,7 @@ void main ()
if (tmpvar_176) {
tmpvar_174 = 1.0;
} else {
tmpvar_174 = float((dot (texture2D (u_shadowMap1, tmpvar_175), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_173.z - u_params1.x) / _shadowCoord_173.w)));
tmpvar_174 = float((dot (texture2D (u_shadowMap1, tmpvar_175), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_173.z - u_params1.x) / _shadowCoord_173.w)));
};
result_110 = (result_110 + tmpvar_174);
vec4 tmpvar_177;
@ -710,7 +710,7 @@ void main ()
if (tmpvar_181) {
tmpvar_179 = 1.0;
} else {
tmpvar_179 = float((dot (texture2D (u_shadowMap1, tmpvar_180), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_178.z - u_params1.x) / _shadowCoord_178.w)));
tmpvar_179 = float((dot (texture2D (u_shadowMap1, tmpvar_180), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_178.z - u_params1.x) / _shadowCoord_178.w)));
};
result_110 = (result_110 + tmpvar_179);
vec4 tmpvar_182;
@ -730,7 +730,7 @@ void main ()
if (tmpvar_186) {
tmpvar_184 = 1.0;
} else {
tmpvar_184 = float((dot (texture2D (u_shadowMap1, tmpvar_185), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_183.z - u_params1.x) / _shadowCoord_183.w)));
tmpvar_184 = float((dot (texture2D (u_shadowMap1, tmpvar_185), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_183.z - u_params1.x) / _shadowCoord_183.w)));
};
result_110 = (result_110 + tmpvar_184);
vec4 tmpvar_187;
@ -750,7 +750,7 @@ void main ()
if (tmpvar_191) {
tmpvar_189 = 1.0;
} else {
tmpvar_189 = float((dot (texture2D (u_shadowMap1, tmpvar_190), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_188.z - u_params1.x) / _shadowCoord_188.w)));
tmpvar_189 = float((dot (texture2D (u_shadowMap1, tmpvar_190), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_188.z - u_params1.x) / _shadowCoord_188.w)));
};
float tmpvar_192;
tmpvar_192 = (result_110 + tmpvar_189);
@ -798,7 +798,7 @@ void main ()
if (tmpvar_205) {
tmpvar_203 = 1.0;
} else {
tmpvar_203 = float((dot (texture2D (u_shadowMap2, tmpvar_204), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_202.z - u_params1.x) / _shadowCoord_202.w)));
tmpvar_203 = float((dot (texture2D (u_shadowMap2, tmpvar_204), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_202.z - u_params1.x) / _shadowCoord_202.w)));
};
result_199 = tmpvar_203;
vec4 tmpvar_206;
@ -818,7 +818,7 @@ void main ()
if (tmpvar_210) {
tmpvar_208 = 1.0;
} else {
tmpvar_208 = float((dot (texture2D (u_shadowMap2, tmpvar_209), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_207.z - u_params1.x) / _shadowCoord_207.w)));
tmpvar_208 = float((dot (texture2D (u_shadowMap2, tmpvar_209), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_207.z - u_params1.x) / _shadowCoord_207.w)));
};
result_199 = (tmpvar_203 + tmpvar_208);
vec4 tmpvar_211;
@ -838,7 +838,7 @@ void main ()
if (tmpvar_215) {
tmpvar_213 = 1.0;
} else {
tmpvar_213 = float((dot (texture2D (u_shadowMap2, tmpvar_214), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_212.z - u_params1.x) / _shadowCoord_212.w)));
tmpvar_213 = float((dot (texture2D (u_shadowMap2, tmpvar_214), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_212.z - u_params1.x) / _shadowCoord_212.w)));
};
result_199 = (result_199 + tmpvar_213);
vec4 tmpvar_216;
@ -858,7 +858,7 @@ void main ()
if (tmpvar_220) {
tmpvar_218 = 1.0;
} else {
tmpvar_218 = float((dot (texture2D (u_shadowMap2, tmpvar_219), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_217.z - u_params1.x) / _shadowCoord_217.w)));
tmpvar_218 = float((dot (texture2D (u_shadowMap2, tmpvar_219), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_217.z - u_params1.x) / _shadowCoord_217.w)));
};
result_199 = (result_199 + tmpvar_218);
vec4 tmpvar_221;
@ -878,7 +878,7 @@ void main ()
if (tmpvar_225) {
tmpvar_223 = 1.0;
} else {
tmpvar_223 = float((dot (texture2D (u_shadowMap2, tmpvar_224), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_222.z - u_params1.x) / _shadowCoord_222.w)));
tmpvar_223 = float((dot (texture2D (u_shadowMap2, tmpvar_224), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_222.z - u_params1.x) / _shadowCoord_222.w)));
};
result_199 = (result_199 + tmpvar_223);
vec4 tmpvar_226;
@ -898,7 +898,7 @@ void main ()
if (tmpvar_230) {
tmpvar_228 = 1.0;
} else {
tmpvar_228 = float((dot (texture2D (u_shadowMap2, tmpvar_229), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_227.z - u_params1.x) / _shadowCoord_227.w)));
tmpvar_228 = float((dot (texture2D (u_shadowMap2, tmpvar_229), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_227.z - u_params1.x) / _shadowCoord_227.w)));
};
result_199 = (result_199 + tmpvar_228);
vec4 tmpvar_231;
@ -918,7 +918,7 @@ void main ()
if (tmpvar_235) {
tmpvar_233 = 1.0;
} else {
tmpvar_233 = float((dot (texture2D (u_shadowMap2, tmpvar_234), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_232.z - u_params1.x) / _shadowCoord_232.w)));
tmpvar_233 = float((dot (texture2D (u_shadowMap2, tmpvar_234), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_232.z - u_params1.x) / _shadowCoord_232.w)));
};
result_199 = (result_199 + tmpvar_233);
vec4 tmpvar_236;
@ -938,7 +938,7 @@ void main ()
if (tmpvar_240) {
tmpvar_238 = 1.0;
} else {
tmpvar_238 = float((dot (texture2D (u_shadowMap2, tmpvar_239), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_237.z - u_params1.x) / _shadowCoord_237.w)));
tmpvar_238 = float((dot (texture2D (u_shadowMap2, tmpvar_239), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_237.z - u_params1.x) / _shadowCoord_237.w)));
};
result_199 = (result_199 + tmpvar_238);
vec4 tmpvar_241;
@ -958,7 +958,7 @@ void main ()
if (tmpvar_245) {
tmpvar_243 = 1.0;
} else {
tmpvar_243 = float((dot (texture2D (u_shadowMap2, tmpvar_244), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_242.z - u_params1.x) / _shadowCoord_242.w)));
tmpvar_243 = float((dot (texture2D (u_shadowMap2, tmpvar_244), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_242.z - u_params1.x) / _shadowCoord_242.w)));
};
result_199 = (result_199 + tmpvar_243);
vec4 tmpvar_246;
@ -978,7 +978,7 @@ void main ()
if (tmpvar_250) {
tmpvar_248 = 1.0;
} else {
tmpvar_248 = float((dot (texture2D (u_shadowMap2, tmpvar_249), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_247.z - u_params1.x) / _shadowCoord_247.w)));
tmpvar_248 = float((dot (texture2D (u_shadowMap2, tmpvar_249), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_247.z - u_params1.x) / _shadowCoord_247.w)));
};
result_199 = (result_199 + tmpvar_248);
vec4 tmpvar_251;
@ -998,7 +998,7 @@ void main ()
if (tmpvar_255) {
tmpvar_253 = 1.0;
} else {
tmpvar_253 = float((dot (texture2D (u_shadowMap2, tmpvar_254), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_252.z - u_params1.x) / _shadowCoord_252.w)));
tmpvar_253 = float((dot (texture2D (u_shadowMap2, tmpvar_254), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_252.z - u_params1.x) / _shadowCoord_252.w)));
};
result_199 = (result_199 + tmpvar_253);
vec4 tmpvar_256;
@ -1018,7 +1018,7 @@ void main ()
if (tmpvar_260) {
tmpvar_258 = 1.0;
} else {
tmpvar_258 = float((dot (texture2D (u_shadowMap2, tmpvar_259), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_257.z - u_params1.x) / _shadowCoord_257.w)));
tmpvar_258 = float((dot (texture2D (u_shadowMap2, tmpvar_259), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_257.z - u_params1.x) / _shadowCoord_257.w)));
};
result_199 = (result_199 + tmpvar_258);
vec4 tmpvar_261;
@ -1038,7 +1038,7 @@ void main ()
if (tmpvar_265) {
tmpvar_263 = 1.0;
} else {
tmpvar_263 = float((dot (texture2D (u_shadowMap2, tmpvar_264), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_262.z - u_params1.x) / _shadowCoord_262.w)));
tmpvar_263 = float((dot (texture2D (u_shadowMap2, tmpvar_264), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_262.z - u_params1.x) / _shadowCoord_262.w)));
};
result_199 = (result_199 + tmpvar_263);
vec4 tmpvar_266;
@ -1058,7 +1058,7 @@ void main ()
if (tmpvar_270) {
tmpvar_268 = 1.0;
} else {
tmpvar_268 = float((dot (texture2D (u_shadowMap2, tmpvar_269), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_267.z - u_params1.x) / _shadowCoord_267.w)));
tmpvar_268 = float((dot (texture2D (u_shadowMap2, tmpvar_269), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_267.z - u_params1.x) / _shadowCoord_267.w)));
};
result_199 = (result_199 + tmpvar_268);
vec4 tmpvar_271;
@ -1078,7 +1078,7 @@ void main ()
if (tmpvar_275) {
tmpvar_273 = 1.0;
} else {
tmpvar_273 = float((dot (texture2D (u_shadowMap2, tmpvar_274), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_272.z - u_params1.x) / _shadowCoord_272.w)));
tmpvar_273 = float((dot (texture2D (u_shadowMap2, tmpvar_274), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_272.z - u_params1.x) / _shadowCoord_272.w)));
};
result_199 = (result_199 + tmpvar_273);
vec4 tmpvar_276;
@ -1098,7 +1098,7 @@ void main ()
if (tmpvar_280) {
tmpvar_278 = 1.0;
} else {
tmpvar_278 = float((dot (texture2D (u_shadowMap2, tmpvar_279), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_277.z - u_params1.x) / _shadowCoord_277.w)));
tmpvar_278 = float((dot (texture2D (u_shadowMap2, tmpvar_279), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_277.z - u_params1.x) / _shadowCoord_277.w)));
};
float tmpvar_281;
tmpvar_281 = (result_199 + tmpvar_278);
@ -1145,7 +1145,7 @@ void main ()
if (tmpvar_294) {
tmpvar_292 = 1.0;
} else {
tmpvar_292 = float((dot (texture2D (u_shadowMap3, tmpvar_293), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_291.z - u_params1.x) / _shadowCoord_291.w)));
tmpvar_292 = float((dot (texture2D (u_shadowMap3, tmpvar_293), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_291.z - u_params1.x) / _shadowCoord_291.w)));
};
result_288 = tmpvar_292;
vec4 tmpvar_295;
@ -1165,7 +1165,7 @@ void main ()
if (tmpvar_299) {
tmpvar_297 = 1.0;
} else {
tmpvar_297 = float((dot (texture2D (u_shadowMap3, tmpvar_298), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_296.z - u_params1.x) / _shadowCoord_296.w)));
tmpvar_297 = float((dot (texture2D (u_shadowMap3, tmpvar_298), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_296.z - u_params1.x) / _shadowCoord_296.w)));
};
result_288 = (tmpvar_292 + tmpvar_297);
vec4 tmpvar_300;
@ -1185,7 +1185,7 @@ void main ()
if (tmpvar_304) {
tmpvar_302 = 1.0;
} else {
tmpvar_302 = float((dot (texture2D (u_shadowMap3, tmpvar_303), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_301.z - u_params1.x) / _shadowCoord_301.w)));
tmpvar_302 = float((dot (texture2D (u_shadowMap3, tmpvar_303), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_301.z - u_params1.x) / _shadowCoord_301.w)));
};
result_288 = (result_288 + tmpvar_302);
vec4 tmpvar_305;
@ -1205,7 +1205,7 @@ void main ()
if (tmpvar_309) {
tmpvar_307 = 1.0;
} else {
tmpvar_307 = float((dot (texture2D (u_shadowMap3, tmpvar_308), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_306.z - u_params1.x) / _shadowCoord_306.w)));
tmpvar_307 = float((dot (texture2D (u_shadowMap3, tmpvar_308), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_306.z - u_params1.x) / _shadowCoord_306.w)));
};
result_288 = (result_288 + tmpvar_307);
vec4 tmpvar_310;
@ -1225,7 +1225,7 @@ void main ()
if (tmpvar_314) {
tmpvar_312 = 1.0;
} else {
tmpvar_312 = float((dot (texture2D (u_shadowMap3, tmpvar_313), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_311.z - u_params1.x) / _shadowCoord_311.w)));
tmpvar_312 = float((dot (texture2D (u_shadowMap3, tmpvar_313), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_311.z - u_params1.x) / _shadowCoord_311.w)));
};
result_288 = (result_288 + tmpvar_312);
vec4 tmpvar_315;
@ -1245,7 +1245,7 @@ void main ()
if (tmpvar_319) {
tmpvar_317 = 1.0;
} else {
tmpvar_317 = float((dot (texture2D (u_shadowMap3, tmpvar_318), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_316.z - u_params1.x) / _shadowCoord_316.w)));
tmpvar_317 = float((dot (texture2D (u_shadowMap3, tmpvar_318), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_316.z - u_params1.x) / _shadowCoord_316.w)));
};
result_288 = (result_288 + tmpvar_317);
vec4 tmpvar_320;
@ -1265,7 +1265,7 @@ void main ()
if (tmpvar_324) {
tmpvar_322 = 1.0;
} else {
tmpvar_322 = float((dot (texture2D (u_shadowMap3, tmpvar_323), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_321.z - u_params1.x) / _shadowCoord_321.w)));
tmpvar_322 = float((dot (texture2D (u_shadowMap3, tmpvar_323), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_321.z - u_params1.x) / _shadowCoord_321.w)));
};
result_288 = (result_288 + tmpvar_322);
vec4 tmpvar_325;
@ -1285,7 +1285,7 @@ void main ()
if (tmpvar_329) {
tmpvar_327 = 1.0;
} else {
tmpvar_327 = float((dot (texture2D (u_shadowMap3, tmpvar_328), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_326.z - u_params1.x) / _shadowCoord_326.w)));
tmpvar_327 = float((dot (texture2D (u_shadowMap3, tmpvar_328), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_326.z - u_params1.x) / _shadowCoord_326.w)));
};
result_288 = (result_288 + tmpvar_327);
vec4 tmpvar_330;
@ -1305,7 +1305,7 @@ void main ()
if (tmpvar_334) {
tmpvar_332 = 1.0;
} else {
tmpvar_332 = float((dot (texture2D (u_shadowMap3, tmpvar_333), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_331.z - u_params1.x) / _shadowCoord_331.w)));
tmpvar_332 = float((dot (texture2D (u_shadowMap3, tmpvar_333), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_331.z - u_params1.x) / _shadowCoord_331.w)));
};
result_288 = (result_288 + tmpvar_332);
vec4 tmpvar_335;
@ -1325,7 +1325,7 @@ void main ()
if (tmpvar_339) {
tmpvar_337 = 1.0;
} else {
tmpvar_337 = float((dot (texture2D (u_shadowMap3, tmpvar_338), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_336.z - u_params1.x) / _shadowCoord_336.w)));
tmpvar_337 = float((dot (texture2D (u_shadowMap3, tmpvar_338), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_336.z - u_params1.x) / _shadowCoord_336.w)));
};
result_288 = (result_288 + tmpvar_337);
vec4 tmpvar_340;
@ -1345,7 +1345,7 @@ void main ()
if (tmpvar_344) {
tmpvar_342 = 1.0;
} else {
tmpvar_342 = float((dot (texture2D (u_shadowMap3, tmpvar_343), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_341.z - u_params1.x) / _shadowCoord_341.w)));
tmpvar_342 = float((dot (texture2D (u_shadowMap3, tmpvar_343), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_341.z - u_params1.x) / _shadowCoord_341.w)));
};
result_288 = (result_288 + tmpvar_342);
vec4 tmpvar_345;
@ -1365,7 +1365,7 @@ void main ()
if (tmpvar_349) {
tmpvar_347 = 1.0;
} else {
tmpvar_347 = float((dot (texture2D (u_shadowMap3, tmpvar_348), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_346.z - u_params1.x) / _shadowCoord_346.w)));
tmpvar_347 = float((dot (texture2D (u_shadowMap3, tmpvar_348), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_346.z - u_params1.x) / _shadowCoord_346.w)));
};
result_288 = (result_288 + tmpvar_347);
vec4 tmpvar_350;
@ -1385,7 +1385,7 @@ void main ()
if (tmpvar_354) {
tmpvar_352 = 1.0;
} else {
tmpvar_352 = float((dot (texture2D (u_shadowMap3, tmpvar_353), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_351.z - u_params1.x) / _shadowCoord_351.w)));
tmpvar_352 = float((dot (texture2D (u_shadowMap3, tmpvar_353), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_351.z - u_params1.x) / _shadowCoord_351.w)));
};
result_288 = (result_288 + tmpvar_352);
vec4 tmpvar_355;
@ -1405,7 +1405,7 @@ void main ()
if (tmpvar_359) {
tmpvar_357 = 1.0;
} else {
tmpvar_357 = float((dot (texture2D (u_shadowMap3, tmpvar_358), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_356.z - u_params1.x) / _shadowCoord_356.w)));
tmpvar_357 = float((dot (texture2D (u_shadowMap3, tmpvar_358), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_356.z - u_params1.x) / _shadowCoord_356.w)));
};
result_288 = (result_288 + tmpvar_357);
vec4 tmpvar_360;
@ -1425,7 +1425,7 @@ void main ()
if (tmpvar_364) {
tmpvar_362 = 1.0;
} else {
tmpvar_362 = float((dot (texture2D (u_shadowMap3, tmpvar_363), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_361.z - u_params1.x) / _shadowCoord_361.w)));
tmpvar_362 = float((dot (texture2D (u_shadowMap3, tmpvar_363), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_361.z - u_params1.x) / _shadowCoord_361.w)));
};
result_288 = (result_288 + tmpvar_362);
vec4 tmpvar_365;
@ -1445,7 +1445,7 @@ void main ()
if (tmpvar_369) {
tmpvar_367 = 1.0;
} else {
tmpvar_367 = float((dot (texture2D (u_shadowMap3, tmpvar_368), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_366.z - u_params1.x) / _shadowCoord_366.w)));
tmpvar_367 = float((dot (texture2D (u_shadowMap3, tmpvar_368), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_366.z - u_params1.x) / _shadowCoord_366.w)));
};
float tmpvar_370;
tmpvar_370 = (result_288 + tmpvar_367);
@ -1481,7 +1481,7 @@ void main ()
tmpvar_380 = (max (tmpvar_379, 0.0) * tmpvar_373);
float tmpvar_381;
tmpvar_381 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_380.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_380.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_381) * tmpvar_381)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_380.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_380.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_381) * tmpvar_381)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -61,7 +61,7 @@ void main ()
if (tmpvar_15) {
tmpvar_13 = 1.0;
} else {
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_12.z - u_params1.x) / _shadowCoord_12.w)));
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_12.z - u_params1.x) / _shadowCoord_12.w)));
};
result_9 = tmpvar_13;
vec4 tmpvar_16;
@ -81,7 +81,7 @@ void main ()
if (tmpvar_20) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_17.z - u_params1.x) / _shadowCoord_17.w)));
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_17.z - u_params1.x) / _shadowCoord_17.w)));
};
result_9 = (tmpvar_13 + tmpvar_18);
vec4 tmpvar_21;
@ -101,7 +101,7 @@ void main ()
if (tmpvar_25) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_22.z - u_params1.x) / _shadowCoord_22.w)));
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_22.z - u_params1.x) / _shadowCoord_22.w)));
};
result_9 = (result_9 + tmpvar_23);
vec4 tmpvar_26;
@ -121,7 +121,7 @@ void main ()
if (tmpvar_30) {
tmpvar_28 = 1.0;
} else {
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_27.z - u_params1.x) / _shadowCoord_27.w)));
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_27.z - u_params1.x) / _shadowCoord_27.w)));
};
result_9 = (result_9 + tmpvar_28);
vec4 tmpvar_31;
@ -141,7 +141,7 @@ void main ()
if (tmpvar_35) {
tmpvar_33 = 1.0;
} else {
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_32.z - u_params1.x) / _shadowCoord_32.w)));
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_32.z - u_params1.x) / _shadowCoord_32.w)));
};
result_9 = (result_9 + tmpvar_33);
vec4 tmpvar_36;
@ -161,7 +161,7 @@ void main ()
if (tmpvar_40) {
tmpvar_38 = 1.0;
} else {
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_37.z - u_params1.x) / _shadowCoord_37.w)));
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_37.z - u_params1.x) / _shadowCoord_37.w)));
};
result_9 = (result_9 + tmpvar_38);
vec4 tmpvar_41;
@ -181,7 +181,7 @@ void main ()
if (tmpvar_45) {
tmpvar_43 = 1.0;
} else {
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_42.z - u_params1.x) / _shadowCoord_42.w)));
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_42.z - u_params1.x) / _shadowCoord_42.w)));
};
result_9 = (result_9 + tmpvar_43);
vec4 tmpvar_46;
@ -201,7 +201,7 @@ void main ()
if (tmpvar_50) {
tmpvar_48 = 1.0;
} else {
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_47.z - u_params1.x) / _shadowCoord_47.w)));
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_47.z - u_params1.x) / _shadowCoord_47.w)));
};
result_9 = (result_9 + tmpvar_48);
vec4 tmpvar_51;
@ -221,7 +221,7 @@ void main ()
if (tmpvar_55) {
tmpvar_53 = 1.0;
} else {
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_52.z - u_params1.x) / _shadowCoord_52.w)));
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_52.z - u_params1.x) / _shadowCoord_52.w)));
};
result_9 = (result_9 + tmpvar_53);
vec4 tmpvar_56;
@ -241,7 +241,7 @@ void main ()
if (tmpvar_60) {
tmpvar_58 = 1.0;
} else {
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_57.z - u_params1.x) / _shadowCoord_57.w)));
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_57.z - u_params1.x) / _shadowCoord_57.w)));
};
result_9 = (result_9 + tmpvar_58);
vec4 tmpvar_61;
@ -261,7 +261,7 @@ void main ()
if (tmpvar_65) {
tmpvar_63 = 1.0;
} else {
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_62.z - u_params1.x) / _shadowCoord_62.w)));
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_62.z - u_params1.x) / _shadowCoord_62.w)));
};
result_9 = (result_9 + tmpvar_63);
vec4 tmpvar_66;
@ -281,7 +281,7 @@ void main ()
if (tmpvar_70) {
tmpvar_68 = 1.0;
} else {
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_67.z - u_params1.x) / _shadowCoord_67.w)));
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_67.z - u_params1.x) / _shadowCoord_67.w)));
};
result_9 = (result_9 + tmpvar_68);
vec4 tmpvar_71;
@ -301,7 +301,7 @@ void main ()
if (tmpvar_75) {
tmpvar_73 = 1.0;
} else {
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_72.z - u_params1.x) / _shadowCoord_72.w)));
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_72.z - u_params1.x) / _shadowCoord_72.w)));
};
result_9 = (result_9 + tmpvar_73);
vec4 tmpvar_76;
@ -321,7 +321,7 @@ void main ()
if (tmpvar_80) {
tmpvar_78 = 1.0;
} else {
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_77.z - u_params1.x) / _shadowCoord_77.w)));
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_77.z - u_params1.x) / _shadowCoord_77.w)));
};
result_9 = (result_9 + tmpvar_78);
vec4 tmpvar_81;
@ -341,7 +341,7 @@ void main ()
if (tmpvar_85) {
tmpvar_83 = 1.0;
} else {
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_82.z - u_params1.x) / _shadowCoord_82.w)));
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_82.z - u_params1.x) / _shadowCoord_82.w)));
};
result_9 = (result_9 + tmpvar_83);
vec4 tmpvar_86;
@ -361,7 +361,7 @@ void main ()
if (tmpvar_90) {
tmpvar_88 = 1.0;
} else {
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_87.z - u_params1.x) / _shadowCoord_87.w)));
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_87.z - u_params1.x) / _shadowCoord_87.w)));
};
float tmpvar_91;
tmpvar_91 = (result_9 + tmpvar_88);
@ -394,7 +394,7 @@ void main ()
tmpvar_101 = (max (tmpvar_100, 0.0) * tmpvar_94);
float tmpvar_102;
tmpvar_102 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y)) * u_color.xyz) * tmpvar_8))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_102) * tmpvar_102)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y)) * u_color.xyz) * tmpvar_8))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_102) * tmpvar_102)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -106,7 +106,7 @@ void main ()
if (tmpvar_28) {
tmpvar_26 = 1.0;
} else {
tmpvar_26 = float((dot (texture2D (u_shadowMap0, tmpvar_27), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_25.z - u_params1.x) / _shadowCoord_25.w)));
tmpvar_26 = float((dot (texture2D (u_shadowMap0, tmpvar_27), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_25.z - u_params1.x) / _shadowCoord_25.w)));
};
result_22 = tmpvar_26;
vec4 tmpvar_29;
@ -126,7 +126,7 @@ void main ()
if (tmpvar_33) {
tmpvar_31 = 1.0;
} else {
tmpvar_31 = float((dot (texture2D (u_shadowMap0, tmpvar_32), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_30.z - u_params1.x) / _shadowCoord_30.w)));
tmpvar_31 = float((dot (texture2D (u_shadowMap0, tmpvar_32), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_30.z - u_params1.x) / _shadowCoord_30.w)));
};
result_22 = (tmpvar_26 + tmpvar_31);
vec4 tmpvar_34;
@ -146,7 +146,7 @@ void main ()
if (tmpvar_38) {
tmpvar_36 = 1.0;
} else {
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
};
result_22 = (result_22 + tmpvar_36);
vec4 tmpvar_39;
@ -166,7 +166,7 @@ void main ()
if (tmpvar_43) {
tmpvar_41 = 1.0;
} else {
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
};
result_22 = (result_22 + tmpvar_41);
vec4 tmpvar_44;
@ -186,7 +186,7 @@ void main ()
if (tmpvar_48) {
tmpvar_46 = 1.0;
} else {
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
};
result_22 = (result_22 + tmpvar_46);
vec4 tmpvar_49;
@ -206,7 +206,7 @@ void main ()
if (tmpvar_53) {
tmpvar_51 = 1.0;
} else {
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
};
result_22 = (result_22 + tmpvar_51);
vec4 tmpvar_54;
@ -226,7 +226,7 @@ void main ()
if (tmpvar_58) {
tmpvar_56 = 1.0;
} else {
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
};
result_22 = (result_22 + tmpvar_56);
vec4 tmpvar_59;
@ -246,7 +246,7 @@ void main ()
if (tmpvar_63) {
tmpvar_61 = 1.0;
} else {
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
};
result_22 = (result_22 + tmpvar_61);
vec4 tmpvar_64;
@ -266,7 +266,7 @@ void main ()
if (tmpvar_68) {
tmpvar_66 = 1.0;
} else {
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
};
result_22 = (result_22 + tmpvar_66);
vec4 tmpvar_69;
@ -286,7 +286,7 @@ void main ()
if (tmpvar_73) {
tmpvar_71 = 1.0;
} else {
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
};
result_22 = (result_22 + tmpvar_71);
vec4 tmpvar_74;
@ -306,7 +306,7 @@ void main ()
if (tmpvar_78) {
tmpvar_76 = 1.0;
} else {
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
};
result_22 = (result_22 + tmpvar_76);
vec4 tmpvar_79;
@ -326,7 +326,7 @@ void main ()
if (tmpvar_83) {
tmpvar_81 = 1.0;
} else {
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
};
result_22 = (result_22 + tmpvar_81);
vec4 tmpvar_84;
@ -346,7 +346,7 @@ void main ()
if (tmpvar_88) {
tmpvar_86 = 1.0;
} else {
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
};
result_22 = (result_22 + tmpvar_86);
vec4 tmpvar_89;
@ -366,7 +366,7 @@ void main ()
if (tmpvar_93) {
tmpvar_91 = 1.0;
} else {
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
};
result_22 = (result_22 + tmpvar_91);
vec4 tmpvar_94;
@ -386,7 +386,7 @@ void main ()
if (tmpvar_98) {
tmpvar_96 = 1.0;
} else {
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
};
result_22 = (result_22 + tmpvar_96);
vec4 tmpvar_99;
@ -406,7 +406,7 @@ void main ()
if (tmpvar_103) {
tmpvar_101 = 1.0;
} else {
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
};
float tmpvar_104;
tmpvar_104 = (result_22 + tmpvar_101);
@ -458,7 +458,7 @@ void main ()
if (tmpvar_118) {
tmpvar_116 = 1.0;
} else {
tmpvar_116 = float((dot (texture2D (u_shadowMap1, tmpvar_117), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_115.z - u_params1.x) / _shadowCoord_115.w)));
tmpvar_116 = float((dot (texture2D (u_shadowMap1, tmpvar_117), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_115.z - u_params1.x) / _shadowCoord_115.w)));
};
result_112 = tmpvar_116;
vec4 tmpvar_119;
@ -478,7 +478,7 @@ void main ()
if (tmpvar_123) {
tmpvar_121 = 1.0;
} else {
tmpvar_121 = float((dot (texture2D (u_shadowMap1, tmpvar_122), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_120.z - u_params1.x) / _shadowCoord_120.w)));
tmpvar_121 = float((dot (texture2D (u_shadowMap1, tmpvar_122), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_120.z - u_params1.x) / _shadowCoord_120.w)));
};
result_112 = (tmpvar_116 + tmpvar_121);
vec4 tmpvar_124;
@ -498,7 +498,7 @@ void main ()
if (tmpvar_128) {
tmpvar_126 = 1.0;
} else {
tmpvar_126 = float((dot (texture2D (u_shadowMap1, tmpvar_127), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_125.z - u_params1.x) / _shadowCoord_125.w)));
tmpvar_126 = float((dot (texture2D (u_shadowMap1, tmpvar_127), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_125.z - u_params1.x) / _shadowCoord_125.w)));
};
result_112 = (result_112 + tmpvar_126);
vec4 tmpvar_129;
@ -518,7 +518,7 @@ void main ()
if (tmpvar_133) {
tmpvar_131 = 1.0;
} else {
tmpvar_131 = float((dot (texture2D (u_shadowMap1, tmpvar_132), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_130.z - u_params1.x) / _shadowCoord_130.w)));
tmpvar_131 = float((dot (texture2D (u_shadowMap1, tmpvar_132), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_130.z - u_params1.x) / _shadowCoord_130.w)));
};
result_112 = (result_112 + tmpvar_131);
vec4 tmpvar_134;
@ -538,7 +538,7 @@ void main ()
if (tmpvar_138) {
tmpvar_136 = 1.0;
} else {
tmpvar_136 = float((dot (texture2D (u_shadowMap1, tmpvar_137), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_135.z - u_params1.x) / _shadowCoord_135.w)));
tmpvar_136 = float((dot (texture2D (u_shadowMap1, tmpvar_137), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_135.z - u_params1.x) / _shadowCoord_135.w)));
};
result_112 = (result_112 + tmpvar_136);
vec4 tmpvar_139;
@ -558,7 +558,7 @@ void main ()
if (tmpvar_143) {
tmpvar_141 = 1.0;
} else {
tmpvar_141 = float((dot (texture2D (u_shadowMap1, tmpvar_142), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_140.z - u_params1.x) / _shadowCoord_140.w)));
tmpvar_141 = float((dot (texture2D (u_shadowMap1, tmpvar_142), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_140.z - u_params1.x) / _shadowCoord_140.w)));
};
result_112 = (result_112 + tmpvar_141);
vec4 tmpvar_144;
@ -578,7 +578,7 @@ void main ()
if (tmpvar_148) {
tmpvar_146 = 1.0;
} else {
tmpvar_146 = float((dot (texture2D (u_shadowMap1, tmpvar_147), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_145.z - u_params1.x) / _shadowCoord_145.w)));
tmpvar_146 = float((dot (texture2D (u_shadowMap1, tmpvar_147), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_145.z - u_params1.x) / _shadowCoord_145.w)));
};
result_112 = (result_112 + tmpvar_146);
vec4 tmpvar_149;
@ -598,7 +598,7 @@ void main ()
if (tmpvar_153) {
tmpvar_151 = 1.0;
} else {
tmpvar_151 = float((dot (texture2D (u_shadowMap1, tmpvar_152), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_150.z - u_params1.x) / _shadowCoord_150.w)));
tmpvar_151 = float((dot (texture2D (u_shadowMap1, tmpvar_152), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_150.z - u_params1.x) / _shadowCoord_150.w)));
};
result_112 = (result_112 + tmpvar_151);
vec4 tmpvar_154;
@ -618,7 +618,7 @@ void main ()
if (tmpvar_158) {
tmpvar_156 = 1.0;
} else {
tmpvar_156 = float((dot (texture2D (u_shadowMap1, tmpvar_157), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_155.z - u_params1.x) / _shadowCoord_155.w)));
tmpvar_156 = float((dot (texture2D (u_shadowMap1, tmpvar_157), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_155.z - u_params1.x) / _shadowCoord_155.w)));
};
result_112 = (result_112 + tmpvar_156);
vec4 tmpvar_159;
@ -638,7 +638,7 @@ void main ()
if (tmpvar_163) {
tmpvar_161 = 1.0;
} else {
tmpvar_161 = float((dot (texture2D (u_shadowMap1, tmpvar_162), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_160.z - u_params1.x) / _shadowCoord_160.w)));
tmpvar_161 = float((dot (texture2D (u_shadowMap1, tmpvar_162), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_160.z - u_params1.x) / _shadowCoord_160.w)));
};
result_112 = (result_112 + tmpvar_161);
vec4 tmpvar_164;
@ -658,7 +658,7 @@ void main ()
if (tmpvar_168) {
tmpvar_166 = 1.0;
} else {
tmpvar_166 = float((dot (texture2D (u_shadowMap1, tmpvar_167), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_165.z - u_params1.x) / _shadowCoord_165.w)));
tmpvar_166 = float((dot (texture2D (u_shadowMap1, tmpvar_167), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_165.z - u_params1.x) / _shadowCoord_165.w)));
};
result_112 = (result_112 + tmpvar_166);
vec4 tmpvar_169;
@ -678,7 +678,7 @@ void main ()
if (tmpvar_173) {
tmpvar_171 = 1.0;
} else {
tmpvar_171 = float((dot (texture2D (u_shadowMap1, tmpvar_172), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_170.z - u_params1.x) / _shadowCoord_170.w)));
tmpvar_171 = float((dot (texture2D (u_shadowMap1, tmpvar_172), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_170.z - u_params1.x) / _shadowCoord_170.w)));
};
result_112 = (result_112 + tmpvar_171);
vec4 tmpvar_174;
@ -698,7 +698,7 @@ void main ()
if (tmpvar_178) {
tmpvar_176 = 1.0;
} else {
tmpvar_176 = float((dot (texture2D (u_shadowMap1, tmpvar_177), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_175.z - u_params1.x) / _shadowCoord_175.w)));
tmpvar_176 = float((dot (texture2D (u_shadowMap1, tmpvar_177), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_175.z - u_params1.x) / _shadowCoord_175.w)));
};
result_112 = (result_112 + tmpvar_176);
vec4 tmpvar_179;
@ -718,7 +718,7 @@ void main ()
if (tmpvar_183) {
tmpvar_181 = 1.0;
} else {
tmpvar_181 = float((dot (texture2D (u_shadowMap1, tmpvar_182), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_180.z - u_params1.x) / _shadowCoord_180.w)));
tmpvar_181 = float((dot (texture2D (u_shadowMap1, tmpvar_182), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_180.z - u_params1.x) / _shadowCoord_180.w)));
};
result_112 = (result_112 + tmpvar_181);
vec4 tmpvar_184;
@ -738,7 +738,7 @@ void main ()
if (tmpvar_188) {
tmpvar_186 = 1.0;
} else {
tmpvar_186 = float((dot (texture2D (u_shadowMap1, tmpvar_187), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_185.z - u_params1.x) / _shadowCoord_185.w)));
tmpvar_186 = float((dot (texture2D (u_shadowMap1, tmpvar_187), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_185.z - u_params1.x) / _shadowCoord_185.w)));
};
result_112 = (result_112 + tmpvar_186);
vec4 tmpvar_189;
@ -758,7 +758,7 @@ void main ()
if (tmpvar_193) {
tmpvar_191 = 1.0;
} else {
tmpvar_191 = float((dot (texture2D (u_shadowMap1, tmpvar_192), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_190.z - u_params1.x) / _shadowCoord_190.w)));
tmpvar_191 = float((dot (texture2D (u_shadowMap1, tmpvar_192), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_190.z - u_params1.x) / _shadowCoord_190.w)));
};
float tmpvar_194;
tmpvar_194 = (result_112 + tmpvar_191);
@ -810,7 +810,7 @@ void main ()
if (tmpvar_208) {
tmpvar_206 = 1.0;
} else {
tmpvar_206 = float((dot (texture2D (u_shadowMap2, tmpvar_207), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_205.z - u_params1.x) / _shadowCoord_205.w)));
tmpvar_206 = float((dot (texture2D (u_shadowMap2, tmpvar_207), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_205.z - u_params1.x) / _shadowCoord_205.w)));
};
result_202 = tmpvar_206;
vec4 tmpvar_209;
@ -830,7 +830,7 @@ void main ()
if (tmpvar_213) {
tmpvar_211 = 1.0;
} else {
tmpvar_211 = float((dot (texture2D (u_shadowMap2, tmpvar_212), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_210.z - u_params1.x) / _shadowCoord_210.w)));
tmpvar_211 = float((dot (texture2D (u_shadowMap2, tmpvar_212), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_210.z - u_params1.x) / _shadowCoord_210.w)));
};
result_202 = (tmpvar_206 + tmpvar_211);
vec4 tmpvar_214;
@ -850,7 +850,7 @@ void main ()
if (tmpvar_218) {
tmpvar_216 = 1.0;
} else {
tmpvar_216 = float((dot (texture2D (u_shadowMap2, tmpvar_217), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_215.z - u_params1.x) / _shadowCoord_215.w)));
tmpvar_216 = float((dot (texture2D (u_shadowMap2, tmpvar_217), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_215.z - u_params1.x) / _shadowCoord_215.w)));
};
result_202 = (result_202 + tmpvar_216);
vec4 tmpvar_219;
@ -870,7 +870,7 @@ void main ()
if (tmpvar_223) {
tmpvar_221 = 1.0;
} else {
tmpvar_221 = float((dot (texture2D (u_shadowMap2, tmpvar_222), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_220.z - u_params1.x) / _shadowCoord_220.w)));
tmpvar_221 = float((dot (texture2D (u_shadowMap2, tmpvar_222), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_220.z - u_params1.x) / _shadowCoord_220.w)));
};
result_202 = (result_202 + tmpvar_221);
vec4 tmpvar_224;
@ -890,7 +890,7 @@ void main ()
if (tmpvar_228) {
tmpvar_226 = 1.0;
} else {
tmpvar_226 = float((dot (texture2D (u_shadowMap2, tmpvar_227), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_225.z - u_params1.x) / _shadowCoord_225.w)));
tmpvar_226 = float((dot (texture2D (u_shadowMap2, tmpvar_227), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_225.z - u_params1.x) / _shadowCoord_225.w)));
};
result_202 = (result_202 + tmpvar_226);
vec4 tmpvar_229;
@ -910,7 +910,7 @@ void main ()
if (tmpvar_233) {
tmpvar_231 = 1.0;
} else {
tmpvar_231 = float((dot (texture2D (u_shadowMap2, tmpvar_232), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_230.z - u_params1.x) / _shadowCoord_230.w)));
tmpvar_231 = float((dot (texture2D (u_shadowMap2, tmpvar_232), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_230.z - u_params1.x) / _shadowCoord_230.w)));
};
result_202 = (result_202 + tmpvar_231);
vec4 tmpvar_234;
@ -930,7 +930,7 @@ void main ()
if (tmpvar_238) {
tmpvar_236 = 1.0;
} else {
tmpvar_236 = float((dot (texture2D (u_shadowMap2, tmpvar_237), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_235.z - u_params1.x) / _shadowCoord_235.w)));
tmpvar_236 = float((dot (texture2D (u_shadowMap2, tmpvar_237), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_235.z - u_params1.x) / _shadowCoord_235.w)));
};
result_202 = (result_202 + tmpvar_236);
vec4 tmpvar_239;
@ -950,7 +950,7 @@ void main ()
if (tmpvar_243) {
tmpvar_241 = 1.0;
} else {
tmpvar_241 = float((dot (texture2D (u_shadowMap2, tmpvar_242), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_240.z - u_params1.x) / _shadowCoord_240.w)));
tmpvar_241 = float((dot (texture2D (u_shadowMap2, tmpvar_242), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_240.z - u_params1.x) / _shadowCoord_240.w)));
};
result_202 = (result_202 + tmpvar_241);
vec4 tmpvar_244;
@ -970,7 +970,7 @@ void main ()
if (tmpvar_248) {
tmpvar_246 = 1.0;
} else {
tmpvar_246 = float((dot (texture2D (u_shadowMap2, tmpvar_247), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_245.z - u_params1.x) / _shadowCoord_245.w)));
tmpvar_246 = float((dot (texture2D (u_shadowMap2, tmpvar_247), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_245.z - u_params1.x) / _shadowCoord_245.w)));
};
result_202 = (result_202 + tmpvar_246);
vec4 tmpvar_249;
@ -990,7 +990,7 @@ void main ()
if (tmpvar_253) {
tmpvar_251 = 1.0;
} else {
tmpvar_251 = float((dot (texture2D (u_shadowMap2, tmpvar_252), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_250.z - u_params1.x) / _shadowCoord_250.w)));
tmpvar_251 = float((dot (texture2D (u_shadowMap2, tmpvar_252), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_250.z - u_params1.x) / _shadowCoord_250.w)));
};
result_202 = (result_202 + tmpvar_251);
vec4 tmpvar_254;
@ -1010,7 +1010,7 @@ void main ()
if (tmpvar_258) {
tmpvar_256 = 1.0;
} else {
tmpvar_256 = float((dot (texture2D (u_shadowMap2, tmpvar_257), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_255.z - u_params1.x) / _shadowCoord_255.w)));
tmpvar_256 = float((dot (texture2D (u_shadowMap2, tmpvar_257), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_255.z - u_params1.x) / _shadowCoord_255.w)));
};
result_202 = (result_202 + tmpvar_256);
vec4 tmpvar_259;
@ -1030,7 +1030,7 @@ void main ()
if (tmpvar_263) {
tmpvar_261 = 1.0;
} else {
tmpvar_261 = float((dot (texture2D (u_shadowMap2, tmpvar_262), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_260.z - u_params1.x) / _shadowCoord_260.w)));
tmpvar_261 = float((dot (texture2D (u_shadowMap2, tmpvar_262), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_260.z - u_params1.x) / _shadowCoord_260.w)));
};
result_202 = (result_202 + tmpvar_261);
vec4 tmpvar_264;
@ -1050,7 +1050,7 @@ void main ()
if (tmpvar_268) {
tmpvar_266 = 1.0;
} else {
tmpvar_266 = float((dot (texture2D (u_shadowMap2, tmpvar_267), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_265.z - u_params1.x) / _shadowCoord_265.w)));
tmpvar_266 = float((dot (texture2D (u_shadowMap2, tmpvar_267), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_265.z - u_params1.x) / _shadowCoord_265.w)));
};
result_202 = (result_202 + tmpvar_266);
vec4 tmpvar_269;
@ -1070,7 +1070,7 @@ void main ()
if (tmpvar_273) {
tmpvar_271 = 1.0;
} else {
tmpvar_271 = float((dot (texture2D (u_shadowMap2, tmpvar_272), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_270.z - u_params1.x) / _shadowCoord_270.w)));
tmpvar_271 = float((dot (texture2D (u_shadowMap2, tmpvar_272), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_270.z - u_params1.x) / _shadowCoord_270.w)));
};
result_202 = (result_202 + tmpvar_271);
vec4 tmpvar_274;
@ -1090,7 +1090,7 @@ void main ()
if (tmpvar_278) {
tmpvar_276 = 1.0;
} else {
tmpvar_276 = float((dot (texture2D (u_shadowMap2, tmpvar_277), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_275.z - u_params1.x) / _shadowCoord_275.w)));
tmpvar_276 = float((dot (texture2D (u_shadowMap2, tmpvar_277), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_275.z - u_params1.x) / _shadowCoord_275.w)));
};
result_202 = (result_202 + tmpvar_276);
vec4 tmpvar_279;
@ -1110,7 +1110,7 @@ void main ()
if (tmpvar_283) {
tmpvar_281 = 1.0;
} else {
tmpvar_281 = float((dot (texture2D (u_shadowMap2, tmpvar_282), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_280.z - u_params1.x) / _shadowCoord_280.w)));
tmpvar_281 = float((dot (texture2D (u_shadowMap2, tmpvar_282), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_280.z - u_params1.x) / _shadowCoord_280.w)));
};
float tmpvar_284;
tmpvar_284 = (result_202 + tmpvar_281);
@ -1161,7 +1161,7 @@ void main ()
if (tmpvar_298) {
tmpvar_296 = 1.0;
} else {
tmpvar_296 = float((dot (texture2D (u_shadowMap3, tmpvar_297), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_295.z - u_params1.x) / _shadowCoord_295.w)));
tmpvar_296 = float((dot (texture2D (u_shadowMap3, tmpvar_297), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_295.z - u_params1.x) / _shadowCoord_295.w)));
};
result_292 = tmpvar_296;
vec4 tmpvar_299;
@ -1181,7 +1181,7 @@ void main ()
if (tmpvar_303) {
tmpvar_301 = 1.0;
} else {
tmpvar_301 = float((dot (texture2D (u_shadowMap3, tmpvar_302), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_300.z - u_params1.x) / _shadowCoord_300.w)));
tmpvar_301 = float((dot (texture2D (u_shadowMap3, tmpvar_302), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_300.z - u_params1.x) / _shadowCoord_300.w)));
};
result_292 = (tmpvar_296 + tmpvar_301);
vec4 tmpvar_304;
@ -1201,7 +1201,7 @@ void main ()
if (tmpvar_308) {
tmpvar_306 = 1.0;
} else {
tmpvar_306 = float((dot (texture2D (u_shadowMap3, tmpvar_307), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_305.z - u_params1.x) / _shadowCoord_305.w)));
tmpvar_306 = float((dot (texture2D (u_shadowMap3, tmpvar_307), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_305.z - u_params1.x) / _shadowCoord_305.w)));
};
result_292 = (result_292 + tmpvar_306);
vec4 tmpvar_309;
@ -1221,7 +1221,7 @@ void main ()
if (tmpvar_313) {
tmpvar_311 = 1.0;
} else {
tmpvar_311 = float((dot (texture2D (u_shadowMap3, tmpvar_312), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_310.z - u_params1.x) / _shadowCoord_310.w)));
tmpvar_311 = float((dot (texture2D (u_shadowMap3, tmpvar_312), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_310.z - u_params1.x) / _shadowCoord_310.w)));
};
result_292 = (result_292 + tmpvar_311);
vec4 tmpvar_314;
@ -1241,7 +1241,7 @@ void main ()
if (tmpvar_318) {
tmpvar_316 = 1.0;
} else {
tmpvar_316 = float((dot (texture2D (u_shadowMap3, tmpvar_317), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_315.z - u_params1.x) / _shadowCoord_315.w)));
tmpvar_316 = float((dot (texture2D (u_shadowMap3, tmpvar_317), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_315.z - u_params1.x) / _shadowCoord_315.w)));
};
result_292 = (result_292 + tmpvar_316);
vec4 tmpvar_319;
@ -1261,7 +1261,7 @@ void main ()
if (tmpvar_323) {
tmpvar_321 = 1.0;
} else {
tmpvar_321 = float((dot (texture2D (u_shadowMap3, tmpvar_322), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_320.z - u_params1.x) / _shadowCoord_320.w)));
tmpvar_321 = float((dot (texture2D (u_shadowMap3, tmpvar_322), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_320.z - u_params1.x) / _shadowCoord_320.w)));
};
result_292 = (result_292 + tmpvar_321);
vec4 tmpvar_324;
@ -1281,7 +1281,7 @@ void main ()
if (tmpvar_328) {
tmpvar_326 = 1.0;
} else {
tmpvar_326 = float((dot (texture2D (u_shadowMap3, tmpvar_327), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_325.z - u_params1.x) / _shadowCoord_325.w)));
tmpvar_326 = float((dot (texture2D (u_shadowMap3, tmpvar_327), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_325.z - u_params1.x) / _shadowCoord_325.w)));
};
result_292 = (result_292 + tmpvar_326);
vec4 tmpvar_329;
@ -1301,7 +1301,7 @@ void main ()
if (tmpvar_333) {
tmpvar_331 = 1.0;
} else {
tmpvar_331 = float((dot (texture2D (u_shadowMap3, tmpvar_332), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_330.z - u_params1.x) / _shadowCoord_330.w)));
tmpvar_331 = float((dot (texture2D (u_shadowMap3, tmpvar_332), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_330.z - u_params1.x) / _shadowCoord_330.w)));
};
result_292 = (result_292 + tmpvar_331);
vec4 tmpvar_334;
@ -1321,7 +1321,7 @@ void main ()
if (tmpvar_338) {
tmpvar_336 = 1.0;
} else {
tmpvar_336 = float((dot (texture2D (u_shadowMap3, tmpvar_337), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_335.z - u_params1.x) / _shadowCoord_335.w)));
tmpvar_336 = float((dot (texture2D (u_shadowMap3, tmpvar_337), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_335.z - u_params1.x) / _shadowCoord_335.w)));
};
result_292 = (result_292 + tmpvar_336);
vec4 tmpvar_339;
@ -1341,7 +1341,7 @@ void main ()
if (tmpvar_343) {
tmpvar_341 = 1.0;
} else {
tmpvar_341 = float((dot (texture2D (u_shadowMap3, tmpvar_342), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_340.z - u_params1.x) / _shadowCoord_340.w)));
tmpvar_341 = float((dot (texture2D (u_shadowMap3, tmpvar_342), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_340.z - u_params1.x) / _shadowCoord_340.w)));
};
result_292 = (result_292 + tmpvar_341);
vec4 tmpvar_344;
@ -1361,7 +1361,7 @@ void main ()
if (tmpvar_348) {
tmpvar_346 = 1.0;
} else {
tmpvar_346 = float((dot (texture2D (u_shadowMap3, tmpvar_347), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_345.z - u_params1.x) / _shadowCoord_345.w)));
tmpvar_346 = float((dot (texture2D (u_shadowMap3, tmpvar_347), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_345.z - u_params1.x) / _shadowCoord_345.w)));
};
result_292 = (result_292 + tmpvar_346);
vec4 tmpvar_349;
@ -1381,7 +1381,7 @@ void main ()
if (tmpvar_353) {
tmpvar_351 = 1.0;
} else {
tmpvar_351 = float((dot (texture2D (u_shadowMap3, tmpvar_352), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_350.z - u_params1.x) / _shadowCoord_350.w)));
tmpvar_351 = float((dot (texture2D (u_shadowMap3, tmpvar_352), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_350.z - u_params1.x) / _shadowCoord_350.w)));
};
result_292 = (result_292 + tmpvar_351);
vec4 tmpvar_354;
@ -1401,7 +1401,7 @@ void main ()
if (tmpvar_358) {
tmpvar_356 = 1.0;
} else {
tmpvar_356 = float((dot (texture2D (u_shadowMap3, tmpvar_357), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_355.z - u_params1.x) / _shadowCoord_355.w)));
tmpvar_356 = float((dot (texture2D (u_shadowMap3, tmpvar_357), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_355.z - u_params1.x) / _shadowCoord_355.w)));
};
result_292 = (result_292 + tmpvar_356);
vec4 tmpvar_359;
@ -1421,7 +1421,7 @@ void main ()
if (tmpvar_363) {
tmpvar_361 = 1.0;
} else {
tmpvar_361 = float((dot (texture2D (u_shadowMap3, tmpvar_362), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_360.z - u_params1.x) / _shadowCoord_360.w)));
tmpvar_361 = float((dot (texture2D (u_shadowMap3, tmpvar_362), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_360.z - u_params1.x) / _shadowCoord_360.w)));
};
result_292 = (result_292 + tmpvar_361);
vec4 tmpvar_364;
@ -1441,7 +1441,7 @@ void main ()
if (tmpvar_368) {
tmpvar_366 = 1.0;
} else {
tmpvar_366 = float((dot (texture2D (u_shadowMap3, tmpvar_367), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_365.z - u_params1.x) / _shadowCoord_365.w)));
tmpvar_366 = float((dot (texture2D (u_shadowMap3, tmpvar_367), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_365.z - u_params1.x) / _shadowCoord_365.w)));
};
result_292 = (result_292 + tmpvar_366);
vec4 tmpvar_369;
@ -1461,7 +1461,7 @@ void main ()
if (tmpvar_373) {
tmpvar_371 = 1.0;
} else {
tmpvar_371 = float((dot (texture2D (u_shadowMap3, tmpvar_372), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_370.z - u_params1.x) / _shadowCoord_370.w)));
tmpvar_371 = float((dot (texture2D (u_shadowMap3, tmpvar_372), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_370.z - u_params1.x) / _shadowCoord_370.w)));
};
float tmpvar_374;
tmpvar_374 = (result_292 + tmpvar_371);
@ -1497,7 +1497,7 @@ void main ()
tmpvar_384 = (max (tmpvar_383, 0.0) * tmpvar_377);
float tmpvar_385;
tmpvar_385 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_384.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_384.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_385) * tmpvar_385)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_384.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_384.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_385) * tmpvar_385)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -151,7 +151,7 @@ void main ()
if (tmpvar_38) {
tmpvar_36 = 1.0;
} else {
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
};
result_32 = tmpvar_36;
vec4 tmpvar_39;
@ -171,7 +171,7 @@ void main ()
if (tmpvar_43) {
tmpvar_41 = 1.0;
} else {
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
};
result_32 = (tmpvar_36 + tmpvar_41);
vec4 tmpvar_44;
@ -191,7 +191,7 @@ void main ()
if (tmpvar_48) {
tmpvar_46 = 1.0;
} else {
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
};
result_32 = (result_32 + tmpvar_46);
vec4 tmpvar_49;
@ -211,7 +211,7 @@ void main ()
if (tmpvar_53) {
tmpvar_51 = 1.0;
} else {
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
};
result_32 = (result_32 + tmpvar_51);
vec4 tmpvar_54;
@ -231,7 +231,7 @@ void main ()
if (tmpvar_58) {
tmpvar_56 = 1.0;
} else {
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
};
result_32 = (result_32 + tmpvar_56);
vec4 tmpvar_59;
@ -251,7 +251,7 @@ void main ()
if (tmpvar_63) {
tmpvar_61 = 1.0;
} else {
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
};
result_32 = (result_32 + tmpvar_61);
vec4 tmpvar_64;
@ -271,7 +271,7 @@ void main ()
if (tmpvar_68) {
tmpvar_66 = 1.0;
} else {
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
};
result_32 = (result_32 + tmpvar_66);
vec4 tmpvar_69;
@ -291,7 +291,7 @@ void main ()
if (tmpvar_73) {
tmpvar_71 = 1.0;
} else {
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
};
result_32 = (result_32 + tmpvar_71);
vec4 tmpvar_74;
@ -311,7 +311,7 @@ void main ()
if (tmpvar_78) {
tmpvar_76 = 1.0;
} else {
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
};
result_32 = (result_32 + tmpvar_76);
vec4 tmpvar_79;
@ -331,7 +331,7 @@ void main ()
if (tmpvar_83) {
tmpvar_81 = 1.0;
} else {
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
};
result_32 = (result_32 + tmpvar_81);
vec4 tmpvar_84;
@ -351,7 +351,7 @@ void main ()
if (tmpvar_88) {
tmpvar_86 = 1.0;
} else {
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
};
result_32 = (result_32 + tmpvar_86);
vec4 tmpvar_89;
@ -371,7 +371,7 @@ void main ()
if (tmpvar_93) {
tmpvar_91 = 1.0;
} else {
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
};
result_32 = (result_32 + tmpvar_91);
vec4 tmpvar_94;
@ -391,7 +391,7 @@ void main ()
if (tmpvar_98) {
tmpvar_96 = 1.0;
} else {
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
};
result_32 = (result_32 + tmpvar_96);
vec4 tmpvar_99;
@ -411,7 +411,7 @@ void main ()
if (tmpvar_103) {
tmpvar_101 = 1.0;
} else {
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
};
result_32 = (result_32 + tmpvar_101);
vec4 tmpvar_104;
@ -431,7 +431,7 @@ void main ()
if (tmpvar_108) {
tmpvar_106 = 1.0;
} else {
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_105.z - u_params1.x) / _shadowCoord_105.w)));
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_105.z - u_params1.x) / _shadowCoord_105.w)));
};
result_32 = (result_32 + tmpvar_106);
vec4 tmpvar_109;
@ -451,7 +451,7 @@ void main ()
if (tmpvar_113) {
tmpvar_111 = 1.0;
} else {
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_110.z - u_params1.x) / _shadowCoord_110.w)));
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_110.z - u_params1.x) / _shadowCoord_110.w)));
};
float tmpvar_114;
tmpvar_114 = (result_32 + tmpvar_111);
@ -484,7 +484,7 @@ void main ()
tmpvar_124 = (max (tmpvar_123, 0.0) * tmpvar_117);
float tmpvar_125;
tmpvar_125 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y)) * u_color.xyz) * tmpvar_31))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_125) * tmpvar_125)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y)) * u_color.xyz) * tmpvar_31))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_125) * tmpvar_125)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -147,7 +147,7 @@ void main ()
if (tmpvar_37) {
tmpvar_35 = 1.0;
} else {
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
};
result_31 = tmpvar_35;
vec4 tmpvar_38;
@ -167,7 +167,7 @@ void main ()
if (tmpvar_42) {
tmpvar_40 = 1.0;
} else {
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
};
result_31 = (tmpvar_35 + tmpvar_40);
vec4 tmpvar_43;
@ -187,7 +187,7 @@ void main ()
if (tmpvar_47) {
tmpvar_45 = 1.0;
} else {
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
};
result_31 = (result_31 + tmpvar_45);
vec4 tmpvar_48;
@ -207,7 +207,7 @@ void main ()
if (tmpvar_52) {
tmpvar_50 = 1.0;
} else {
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
};
result_31 = (result_31 + tmpvar_50);
vec4 tmpvar_53;
@ -227,7 +227,7 @@ void main ()
if (tmpvar_57) {
tmpvar_55 = 1.0;
} else {
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
};
result_31 = (result_31 + tmpvar_55);
vec4 tmpvar_58;
@ -247,7 +247,7 @@ void main ()
if (tmpvar_62) {
tmpvar_60 = 1.0;
} else {
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
};
result_31 = (result_31 + tmpvar_60);
vec4 tmpvar_63;
@ -267,7 +267,7 @@ void main ()
if (tmpvar_67) {
tmpvar_65 = 1.0;
} else {
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
};
result_31 = (result_31 + tmpvar_65);
vec4 tmpvar_68;
@ -287,7 +287,7 @@ void main ()
if (tmpvar_72) {
tmpvar_70 = 1.0;
} else {
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
};
result_31 = (result_31 + tmpvar_70);
vec4 tmpvar_73;
@ -307,7 +307,7 @@ void main ()
if (tmpvar_77) {
tmpvar_75 = 1.0;
} else {
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
};
result_31 = (result_31 + tmpvar_75);
vec4 tmpvar_78;
@ -327,7 +327,7 @@ void main ()
if (tmpvar_82) {
tmpvar_80 = 1.0;
} else {
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
};
result_31 = (result_31 + tmpvar_80);
vec4 tmpvar_83;
@ -347,7 +347,7 @@ void main ()
if (tmpvar_87) {
tmpvar_85 = 1.0;
} else {
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
};
result_31 = (result_31 + tmpvar_85);
vec4 tmpvar_88;
@ -367,7 +367,7 @@ void main ()
if (tmpvar_92) {
tmpvar_90 = 1.0;
} else {
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
};
result_31 = (result_31 + tmpvar_90);
vec4 tmpvar_93;
@ -387,7 +387,7 @@ void main ()
if (tmpvar_97) {
tmpvar_95 = 1.0;
} else {
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
};
result_31 = (result_31 + tmpvar_95);
vec4 tmpvar_98;
@ -407,7 +407,7 @@ void main ()
if (tmpvar_102) {
tmpvar_100 = 1.0;
} else {
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
};
result_31 = (result_31 + tmpvar_100);
vec4 tmpvar_103;
@ -427,7 +427,7 @@ void main ()
if (tmpvar_107) {
tmpvar_105 = 1.0;
} else {
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_104.z - u_params1.x) / _shadowCoord_104.w)));
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_104.z - u_params1.x) / _shadowCoord_104.w)));
};
result_31 = (result_31 + tmpvar_105);
vec4 tmpvar_108;
@ -447,7 +447,7 @@ void main ()
if (tmpvar_112) {
tmpvar_110 = 1.0;
} else {
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_109.z - u_params1.x) / _shadowCoord_109.w)));
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-08, 1.52588e-05, 0.00390625, 1.0)) >= ((_shadowCoord_109.z - u_params1.x) / _shadowCoord_109.w)));
};
float tmpvar_113;
tmpvar_113 = (result_31 + tmpvar_110);
@ -480,7 +480,7 @@ void main ()
tmpvar_123 = (max (tmpvar_122, 0.0) * tmpvar_116);
float tmpvar_124;
tmpvar_124 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y)) * u_color.xyz) * tmpvar_30))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_124) * tmpvar_124)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y)) * u_color.xyz) * tmpvar_30))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_124) * tmpvar_124)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -300,7 +300,7 @@ void main ()
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
float tmpvar_85;
tmpvar_85 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}

View file

@ -308,7 +308,7 @@ void main ()
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
float tmpvar_85;
tmpvar_85 = sqrt(dot (v_view, v_view));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-05 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
gl_FragColor.w = 1.0;
}