uniform mat4 _Object2World; uniform mat4 _World2Object; uniform vec3 _Tonemap_blackLevel; uniform vec3 _Tonemap_toeLength; uniform vec3 _Tonemap_heel; uniform vec3 _Tonemap_shoulder; uniform vec3 _Tonemap_colorScale1; uniform vec3 _Tonemap_colorScale2; uniform vec3 _HybridSunDir; uniform vec4 _HybridSunCol; uniform vec3 GridLightTextureStartCell; uniform vec3 GridLightTextureCellSize; uniform sampler2D GridLightTexture; uniform vec4 IngameGridLimit; uniform vec4 LightPos[30]; uniform vec4 LightCol[30]; uniform vec4 _MainTex_ST; attribute vec4 TANGENT; varying vec3 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec3 xlv_COLOR; varying vec2 xlv_TEXCOORD2; void main () { vec3 tmpvar_1; tmpvar_1 = (_Object2World * gl_Vertex).xyz; mat3 tmpvar_2; tmpvar_2[0] = _Object2World[0].xyz; tmpvar_2[1] = _Object2World[1].xyz; tmpvar_2[2] = _Object2World[2].xyz; vec3 tmpvar_3; tmpvar_3 = normalize((tmpvar_2 * gl_Normal)); vec4 nn_4; vec4 tmpvar_5; tmpvar_5 = ((gl_MultiTexCoord1.xyxy * vec4(2.0, 2.0, 0.0, 0.0)) + vec4(-1.0, -1.0, 1.01, -1.0)); nn_4.w = tmpvar_5.w; float tmpvar_6; tmpvar_6 = dot (tmpvar_5.xyz, -(tmpvar_5.xyw)); nn_4.z = tmpvar_6; nn_4.xy = (tmpvar_5.xy * sqrt(tmpvar_6)); vec3 tmpvar_7; vec3 tmpvar_8; tmpvar_8 = (gl_Color.xyz * 3.0); tmpvar_7 = (tmpvar_8 * tmpvar_8); ivec4 tmpvar_9; tmpvar_9 = ivec4((texture2DLod (GridLightTexture, clamp ( ((tmpvar_1 - GridLightTextureStartCell) * GridLightTextureCellSize) .xz, IngameGridLimit.xy, IngameGridLimit.zw), 0.0) * 255.0)); vec4 tmpvar_10; vec4 tmpvar_11; vec4 tmpvar_12; vec4 tmpvar_13; vec4 tmpvar_14; vec4 tmpvar_15; vec4 tmpvar_16; vec4 tmpvar_17; tmpvar_10 = LightPos[tmpvar_9.x]; tmpvar_11 = LightCol[tmpvar_9.x]; tmpvar_12 = LightPos[tmpvar_9.y]; tmpvar_13 = LightCol[tmpvar_9.y]; tmpvar_14 = LightPos[tmpvar_9.z]; tmpvar_15 = LightCol[tmpvar_9.z]; tmpvar_16 = LightPos[tmpvar_9.w]; tmpvar_17 = LightCol[tmpvar_9.w]; vec3 hybridCol_18; vec4 atten_19; float wAgg_20; vec3 lAgg_21; vec3 tmpvar_22; tmpvar_22 = (tmpvar_10.xyz - tmpvar_1); float tmpvar_23; tmpvar_23 = dot (tmpvar_22, tmpvar_22); vec3 tmpvar_24; tmpvar_24 = (tmpvar_22 * inversesqrt(tmpvar_23)); vec4 tmpvar_25; tmpvar_25 = atten_19; tmpvar_25.x = max ((1.0 - ( (tmpvar_23 * tmpvar_10.w) * 0.8)), 0.0); vec4 tmpvar_26; tmpvar_26 = tmpvar_25; tmpvar_26.x = (tmpvar_25.x * tmpvar_25.x); float tmpvar_27; tmpvar_27 = ((tmpvar_26.x * tmpvar_11.w) * max (dot (tmpvar_24, tmpvar_3), 0.05)); lAgg_21 = (tmpvar_27 * tmpvar_24); wAgg_20 = (0.001 + tmpvar_27); vec3 tmpvar_28; tmpvar_28 = (tmpvar_12.xyz - tmpvar_1); float tmpvar_29; tmpvar_29 = dot (tmpvar_28, tmpvar_28); vec3 tmpvar_30; tmpvar_30 = (tmpvar_28 * inversesqrt(tmpvar_29)); vec4 tmpvar_31; tmpvar_31 = tmpvar_26; tmpvar_31.y = max ((1.0 - ( (tmpvar_29 * tmpvar_12.w) * 0.8)), 0.0); vec4 tmpvar_32; tmpvar_32 = tmpvar_31; tmpvar_32.y = (tmpvar_31.y * tmpvar_31.y); float tmpvar_33; tmpvar_33 = ((tmpvar_32.y * tmpvar_13.w) * max (dot (tmpvar_30, tmpvar_3), 0.05)); lAgg_21 = (lAgg_21 + (tmpvar_33 * tmpvar_30)); wAgg_20 = (wAgg_20 + tmpvar_33); vec3 tmpvar_34; tmpvar_34 = (tmpvar_14.xyz - tmpvar_1); float tmpvar_35; tmpvar_35 = dot (tmpvar_34, tmpvar_34); vec3 tmpvar_36; tmpvar_36 = (tmpvar_34 * inversesqrt(tmpvar_35)); vec4 tmpvar_37; tmpvar_37 = tmpvar_32; tmpvar_37.z = max ((1.0 - ( (tmpvar_35 * tmpvar_14.w) * 0.8)), 0.0); vec4 tmpvar_38; tmpvar_38 = tmpvar_37; tmpvar_38.z = (tmpvar_37.z * tmpvar_37.z); float tmpvar_39; tmpvar_39 = ((tmpvar_38.z * tmpvar_15.w) * max (dot (tmpvar_36, tmpvar_3), 0.05)); lAgg_21 = (lAgg_21 + (tmpvar_39 * tmpvar_36)); wAgg_20 = (wAgg_20 + tmpvar_39); vec3 tmpvar_40; tmpvar_40 = (tmpvar_16.xyz - tmpvar_1); float tmpvar_41; tmpvar_41 = dot (tmpvar_40, tmpvar_40); vec3 tmpvar_42; tmpvar_42 = (tmpvar_40 * inversesqrt(tmpvar_41)); vec4 tmpvar_43; tmpvar_43 = tmpvar_38; tmpvar_43.w = max ((1.0 - ( (tmpvar_41 * tmpvar_16.w) * 0.8)), 0.0); vec4 tmpvar_44; tmpvar_44 = tmpvar_43; tmpvar_44.w = (tmpvar_43.w * tmpvar_43.w); atten_19 = tmpvar_44; float tmpvar_45; tmpvar_45 = ((tmpvar_44.w * tmpvar_17.w) * max (dot (tmpvar_42, tmpvar_3), 0.05)); lAgg_21 = (lAgg_21 + (tmpvar_45 * tmpvar_42)); wAgg_20 = (wAgg_20 + tmpvar_45); float tmpvar_46; tmpvar_46 = (dot (tmpvar_7, vec3(0.22, 0.707, 0.071)) * 2.0); vec3 tmpvar_47; tmpvar_47 = (lAgg_21 + (( ((nn_4.xyz * 2.0) + vec3(0.0, 0.0, -1.0)) * (gl_Color.w * 2.0) ) * tmpvar_46)); lAgg_21 = tmpvar_47; float tmpvar_48; tmpvar_48 = (wAgg_20 + tmpvar_46); wAgg_20 = tmpvar_48; hybridCol_18 = (tmpvar_7 + (tmpvar_11.xyz * tmpvar_44.x)); hybridCol_18 = (hybridCol_18 + (tmpvar_13.xyz * tmpvar_44.y)); hybridCol_18 = (hybridCol_18 + (tmpvar_15.xyz * tmpvar_44.z)); hybridCol_18 = (hybridCol_18 + (tmpvar_17.xyz * tmpvar_44.w)); vec3 x_49; x_49 = (hybridCol_18 * 0.25); vec3 tmpvar_50; vec3 cse_51; cse_51 = (_Tonemap_blackLevel * 0.25); tmpvar_50 = max ((x_49 - cse_51), vec3(0.0, 0.0, 0.0)); vec3 tmpvar_52; tmpvar_52 = ((tmpvar_50 * ( (_Tonemap_colorScale1 * tmpvar_50) + _Tonemap_heel)) / ((tmpvar_50 * ((_Tonemap_colorScale2 * tmpvar_50) + _Tonemap_shoulder) ) + _Tonemap_toeLength)); x_49 = tmpvar_52; vec3 x_53; x_53 = ((_HybridSunCol.xyz * dot (tmpvar_3, _HybridSunDir)) * 0.25); vec3 tmpvar_54; tmpvar_54 = max ((x_53 - cse_51), vec3(0.0, 0.0, 0.0)); vec3 tmpvar_55; tmpvar_55 = ((tmpvar_54 * ( (_Tonemap_colorScale1 * tmpvar_54) + _Tonemap_heel)) / ((tmpvar_54 * ((_Tonemap_colorScale2 * tmpvar_54) + _Tonemap_shoulder) ) + _Tonemap_toeLength)); x_53 = tmpvar_55; vec3 tmpvar_56; vec3 tmpvar_57; tmpvar_56 = TANGENT.xyz; tmpvar_57 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_58; tmpvar_58[0].x = tmpvar_56.x; tmpvar_58[0].y = tmpvar_57.x; tmpvar_58[0].z = gl_Normal.x; tmpvar_58[1].x = tmpvar_56.y; tmpvar_58[1].y = tmpvar_57.y; tmpvar_58[1].z = gl_Normal.y; tmpvar_58[2].x = tmpvar_56.z; tmpvar_58[2].y = tmpvar_57.z; tmpvar_58[2].z = gl_Normal.z; mat3 tmpvar_59; tmpvar_59[0] = _World2Object[0].xyz; tmpvar_59[1] = _World2Object[1].xyz; tmpvar_59[2] = _World2Object[2].xyz; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); xlv_TEXCOORD0 = (tmpvar_58 * (tmpvar_59 * (tmpvar_47 / tmpvar_48))); xlv_TEXCOORD1 = (tmpvar_52 * 4.0); xlv_COLOR = (tmpvar_55 * 4.0); xlv_TEXCOORD2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); } // inputs: 6, stats: 141 alu 1 tex 0 flow