mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
587 lines
14 KiB
Text
587 lines
14 KiB
Text
struct Lamp {
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vec4 posRange;
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vec4 colorImp;
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vec4 spotParam;
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};
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struct v2f {
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vec4 pos;
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vec3 hybridDir;
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vec3 hybridCol;
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vec3 ambient;
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vec2 uv;
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};
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struct HybridAppData {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 bakedCol;
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vec2 bakedDir;
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};
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _Object2World;
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uniform mat4 _World2Object;
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uniform vec3 _Tonemap_blackLevel;
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uniform vec3 _Tonemap_toeLength;
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uniform vec3 _Tonemap_heel;
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uniform vec3 _Tonemap_shoulder;
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uniform vec3 _Tonemap_colorScale1;
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uniform vec3 _Tonemap_colorScale2;
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uniform vec3 _HybridSunDir;
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uniform vec4 _HybridSunCol;
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uniform vec3 GridLightTextureStartCell;
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uniform vec3 GridLightTextureCellSize;
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uniform sampler2D GridLightTexture;
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uniform vec4 IngameGridLimit;
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uniform vec4 LightPos[30];
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uniform vec4 LightCol[30];
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uniform vec4 _MainTex_ST;
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attribute vec4 TANGENT;
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varying vec3 xlv_TEXCOORD0;
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varying vec3 xlv_TEXCOORD1;
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varying vec3 xlv_COLOR;
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varying vec2 xlv_TEXCOORD2;
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vec4 xll_tex2Dlod (
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in sampler2D s_1,
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in vec4 coord_2
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)
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{
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vec4 tmpvar_3;
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tmpvar_3 = texture2DLod (s_1, coord_2.xy, coord_2.w);
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return tmpvar_3;
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}
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mat3 xll_transpose_mf3x3 (
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in mat3 m_4
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)
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{
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mat3 tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = m_4[0][0];
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tmpvar_5[0].x = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = m_4[1][0];
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tmpvar_5[0].y = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = m_4[2][0];
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tmpvar_5[0].z = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = m_4[0][1];
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tmpvar_5[1].x = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = m_4[1][1];
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tmpvar_5[1].y = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = m_4[2][1];
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tmpvar_5[1].z = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = m_4[0][2];
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tmpvar_5[2].x = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = m_4[1][2];
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tmpvar_5[2].y = tmpvar_13;
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float tmpvar_14;
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tmpvar_14 = m_4[2][2];
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tmpvar_5[2].z = tmpvar_14;
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return tmpvar_5;
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}
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mat3 xll_constructMat3_mf4x4 (
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in mat4 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = m_15[0].xyz;
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vec3 tmpvar_17;
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tmpvar_17 = m_15[1].xyz;
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vec3 tmpvar_18;
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tmpvar_18 = m_15[2].xyz;
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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float Luma (
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in vec3 c_23
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)
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{
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float tmpvar_24;
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tmpvar_24 = dot (c_23, vec3(0.22, 0.707, 0.071));
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return tmpvar_24;
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}
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void CalcDynamicLight (
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in vec3 worldVert_25,
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in vec3 worldNorm_26,
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in Lamp lamp_27[4],
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inout vec3 hybridDir_28,
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inout vec3 hybridCol_29
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)
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{
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int j_30;
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float w_31;
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int i_32;
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vec4 atten_33;
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float wAgg_34;
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vec3 lAgg_35;
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vec3 tmpvar_36;
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tmpvar_36 = vec3(0.0, 0.0, 0.0);
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lAgg_35 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.001;
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wAgg_34 = tmpvar_37;
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int tmpvar_38;
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tmpvar_38 = 0;
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i_32 = tmpvar_38;
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while (true) {
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float weight_39;
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float nDotL_40;
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vec3 lightToVertNorm_41;
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float lengthSq_42;
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vec3 lightToVert_43;
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if (!((i_32 < 4))) {
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break;
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};
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vec3 tmpvar_44;
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tmpvar_44 = (lamp_27[i_32].posRange.xyz - worldVert_25);
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lightToVert_43 = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = dot (lightToVert_43, lightToVert_43);
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float tmpvar_46;
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tmpvar_46 = tmpvar_45;
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lengthSq_42 = tmpvar_46;
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float tmpvar_47;
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tmpvar_47 = inversesqrt (lengthSq_42);
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vec3 tmpvar_48;
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tmpvar_48 = (lightToVert_43 * tmpvar_47);
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lightToVertNorm_41 = tmpvar_48;
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float tmpvar_49;
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tmpvar_49 = max ((1.0 - ((lengthSq_42 * lamp_27[i_32].posRange.w) * 0.8)), 0.0);
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vec4 tmpvar_50;
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tmpvar_50 = atten_33; tmpvar_50[i_32] = tmpvar_49;
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atten_33 = tmpvar_50;
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vec4 tmpvar_51;
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tmpvar_51 = atten_33; tmpvar_51[i_32] = (atten_33[i_32] * atten_33[i_32]);
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atten_33 = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = dot (lightToVertNorm_41, worldNorm_26);
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float tmpvar_53;
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tmpvar_53 = max (tmpvar_52, 0.05);
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float tmpvar_54;
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tmpvar_54 = tmpvar_53;
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nDotL_40 = tmpvar_54;
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float tmpvar_55;
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tmpvar_55 = ((atten_33[i_32] * lamp_27[i_32].colorImp.w) * nDotL_40);
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weight_39 = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = (lAgg_35 + (weight_39 * lightToVertNorm_41));
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lAgg_35 = tmpvar_56;
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float tmpvar_57;
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tmpvar_57 = (wAgg_34 + weight_39);
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wAgg_34 = tmpvar_57;
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int _post_incdec_tmp_58;
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_post_incdec_tmp_58 = i_32;
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int tmpvar_59;
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tmpvar_59 = (i_32 + 1);
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i_32 = tmpvar_59;
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};
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float tmpvar_60;
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tmpvar_60 = Luma (hybridCol_29);
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float tmpvar_61;
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tmpvar_61 = (tmpvar_60 * 2.0);
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w_31 = tmpvar_61;
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vec3 tmpvar_62;
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tmpvar_62 = (lAgg_35 + (hybridDir_28 * w_31));
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lAgg_35 = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = (wAgg_34 + w_31);
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wAgg_34 = tmpvar_63;
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vec3 tmpvar_64;
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tmpvar_64 = (lAgg_35 / wAgg_34);
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hybridDir_28 = tmpvar_64;
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int tmpvar_65;
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tmpvar_65 = 0;
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j_30 = tmpvar_65;
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while (true) {
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vec3 lightToVertNorm_1_66;
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if (!((j_30 < 4))) {
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break;
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};
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vec3 tmpvar_67;
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tmpvar_67 = normalize ((lamp_27[j_30].posRange.xyz - worldVert_25));
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vec3 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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lightToVertNorm_1_66 = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = (hybridCol_29 + (lamp_27[j_30].colorImp.xyz * atten_33[j_30]));
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hybridCol_29 = tmpvar_69;
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int _post_incdec_tmp_70;
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_post_incdec_tmp_70 = j_30;
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int tmpvar_71;
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tmpvar_71 = (j_30 + 1);
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j_30 = tmpvar_71;
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};
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}
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ivec4 GetLightIdxFromGrid (
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in vec3 worldVert_72
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)
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{
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vec2 pos_73;
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vec2 tmpvar_74;
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tmpvar_74 = ((worldVert_72 - GridLightTextureStartCell) * GridLightTextureCellSize).xz;
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pos_73 = tmpvar_74;
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vec2 tmpvar_75;
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tmpvar_75 = clamp (pos_73, IngameGridLimit.xy, IngameGridLimit.zw);
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vec2 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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pos_73 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77.zw = vec2(0.0, 0.0);
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tmpvar_77.x = pos_73.x;
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tmpvar_77.y = pos_73.y;
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vec4 tmpvar_78;
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tmpvar_78 = xll_tex2Dlod (GridLightTexture, tmpvar_77);
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ivec4 tmpvar_79;
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tmpvar_79 = ivec4((tmpvar_78 * 255.0)).xyzw;
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return tmpvar_79;
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}
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vec3 DecodeBakedCol (
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in vec3 bakedCol_80
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)
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{
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vec3 c_81;
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vec3 tmpvar_82;
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tmpvar_82 = (bakedCol_80 * 3.0);
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c_81 = tmpvar_82;
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return (c_81 * c_81);
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}
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vec3 DecodeNormal (
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in vec2 enc_83
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)
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{
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float l_84;
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vec4 nn_85;
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vec4 tmpvar_86;
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tmpvar_86 = ((enc_83.xyxy * vec4(2.0, 2.0, 0.0, 0.0)) + vec4(-1.0, -1.0, 1.01, -1.0));
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nn_85 = tmpvar_86;
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float tmpvar_87;
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tmpvar_87 = dot (nn_85.xyz, -(nn_85.xyw));
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float tmpvar_88;
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tmpvar_88 = tmpvar_87;
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l_84 = tmpvar_88;
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float tmpvar_89;
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tmpvar_89 = l_84;
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nn_85.z = vec3(tmpvar_89).z;
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float tmpvar_90;
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tmpvar_90 = sqrt (l_84);
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vec2 tmpvar_91;
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tmpvar_91 = (nn_85.xy * tmpvar_90);
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nn_85.xy = tmpvar_91.xy.xy;
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return ((nn_85.xyz * 2.0) + vec3(0.0, 0.0, -1.0));
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}
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void DecodeBaking (
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in vec4 bakedColor_92,
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in vec2 bakedDir_93,
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out vec3 hybridCol_94,
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out vec3 hybridDir_95
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)
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{
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vec3 tmpvar_96;
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tmpvar_96 = DecodeNormal (bakedDir_93);
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vec3 tmpvar_97;
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tmpvar_97 = (tmpvar_96 * (bakedColor_92.w * 2.0));
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hybridDir_95 = tmpvar_97;
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vec3 tmpvar_98;
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tmpvar_98 = DecodeBakedCol (bakedColor_92.xyz);
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vec3 tmpvar_99;
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tmpvar_99 = tmpvar_98;
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hybridCol_94 = tmpvar_99;
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}
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void LoadBakedLight (
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in vec3 worldVert_100,
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in vec3 worldNorm_101,
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in vec4 bakedColor_102,
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in vec2 bakedDir_103,
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out vec3 hybridCol_104,
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out vec3 hybridDir_105
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)
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{
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DecodeBaking (bakedColor_102, bakedDir_103, hybridCol_104, hybridDir_105);
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}
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void ReadLightArray3 (
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in ivec4 lightIdx_106,
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out Lamp l0_107,
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out Lamp l1_108,
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out Lamp l2_109,
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out Lamp l3_110
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)
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{
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vec4 tmpvar_111;
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tmpvar_111 = LightPos[lightIdx_106.x];
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l0_107.posRange = tmpvar_111;
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vec4 tmpvar_112;
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tmpvar_112 = LightCol[lightIdx_106.x];
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l0_107.colorImp = tmpvar_112;
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vec4 tmpvar_113;
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tmpvar_113 = vec4(0.0, 0.0, 0.0, 1.0);
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l0_107.spotParam = tmpvar_113;
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vec4 tmpvar_114;
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tmpvar_114 = LightPos[lightIdx_106.y];
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l1_108.posRange = tmpvar_114;
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vec4 tmpvar_115;
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tmpvar_115 = LightCol[lightIdx_106.y];
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l1_108.colorImp = tmpvar_115;
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vec4 tmpvar_116;
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tmpvar_116 = vec4(0.0, 0.0, 0.0, 1.0);
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l1_108.spotParam = tmpvar_116;
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vec4 tmpvar_117;
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tmpvar_117 = LightPos[lightIdx_106.z];
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l2_109.posRange = tmpvar_117;
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vec4 tmpvar_118;
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tmpvar_118 = LightCol[lightIdx_106.z];
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l2_109.colorImp = tmpvar_118;
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vec4 tmpvar_119;
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tmpvar_119 = vec4(0.0, 0.0, 0.0, 1.0);
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l2_109.spotParam = tmpvar_119;
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vec4 tmpvar_120;
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tmpvar_120 = LightPos[lightIdx_106.w];
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l3_110.posRange = tmpvar_120;
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vec4 tmpvar_121;
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tmpvar_121 = LightCol[lightIdx_106.w];
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l3_110.colorImp = tmpvar_121;
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vec4 tmpvar_122;
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tmpvar_122 = vec4(0.0, 0.0, 0.0, 1.0);
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l3_110.spotParam = tmpvar_122;
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}
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vec3 JimTonemapping (
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in vec3 x_123
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)
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{
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vec3 tmpvar_124;
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tmpvar_124 = max ((x_123 - (_Tonemap_blackLevel * 0.25)), vec3(0.0, 0.0, 0.0));
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vec3 tmpvar_125;
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tmpvar_125 = tmpvar_124;
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x_123 = tmpvar_125;
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vec3 tmpvar_126;
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tmpvar_126 = ((x_123 * (
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(_Tonemap_colorScale1 * x_123)
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+ _Tonemap_heel)) / ((x_123 *
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((_Tonemap_colorScale2 * x_123) + _Tonemap_shoulder)
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) + _Tonemap_toeLength));
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x_123 = tmpvar_126;
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return x_123;
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}
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vec3 NichTonemap (
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in vec3 x_127
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)
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{
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float tonemapped_128;
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vec3 norm_129;
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float total_130;
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vec3 tmpvar_131;
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tmpvar_131 = JimTonemapping ((x_127 * 0.25));
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return (tmpvar_131 * 4.0);
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float tmpvar_132;
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tmpvar_132 = length (x_127);
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float tmpvar_133;
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tmpvar_133 = (tmpvar_132 + 0.0001);
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total_130 = tmpvar_133;
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vec3 tmpvar_134;
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tmpvar_134 = (x_127 / total_130);
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norm_129 = tmpvar_134;
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vec3 tmpvar_135;
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tmpvar_135.xz = vec2(0.0, 0.0);
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tmpvar_135.y = (total_130 * 0.25);
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vec3 tmpvar_136;
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tmpvar_136 = JimTonemapping (tmpvar_135);
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float tmpvar_137;
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tmpvar_137 = (tmpvar_136.y * 4.0);
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tonemapped_128 = tmpvar_137;
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return (norm_129 * tonemapped_128);
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}
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vec3 VertexTonemap (
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in vec3 x_138
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)
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{
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vec3 tmpvar_139;
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tmpvar_139 = NichTonemap (x_138);
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return tmpvar_139;
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}
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void DoCalcHybridLight2 (
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in vec3 worldVert_140,
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in vec3 worldNorm_141,
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out vec3 hybridDir_142,
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out vec3 hybridCol_143,
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out vec3 ambient_144,
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in vec4 bakedColor_145,
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in vec2 bakedDir_146
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)
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{
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Lamp l_147[4];
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ivec4 lightIdx_148;
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LoadBakedLight (worldVert_140, worldNorm_141, bakedColor_145, bakedDir_146, hybridCol_143, hybridDir_142);
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ivec4 tmpvar_149;
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tmpvar_149 = GetLightIdxFromGrid (worldVert_140);
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ivec4 tmpvar_150;
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tmpvar_150 = tmpvar_149;
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lightIdx_148 = tmpvar_150;
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ReadLightArray3 (lightIdx_148, l_147[0], l_147[1], l_147[2], l_147[3]);
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CalcDynamicLight (worldVert_140, worldNorm_141, l_147, hybridDir_142, hybridCol_143);
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vec3 tmpvar_151;
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tmpvar_151 = VertexTonemap (hybridCol_143);
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vec3 tmpvar_152;
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tmpvar_152 = tmpvar_151;
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hybridCol_143 = tmpvar_152;
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float tmpvar_153;
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tmpvar_153 = dot (worldNorm_141, _HybridSunDir);
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vec3 tmpvar_154;
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tmpvar_154 = VertexTonemap ((_HybridSunCol.xyz * tmpvar_153));
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vec3 tmpvar_155;
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tmpvar_155 = tmpvar_154;
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ambient_144 = tmpvar_155;
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}
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v2f vert (
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in HybridAppData v_156
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)
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{
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mat3 rotation_157;
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vec3 binormal_158;
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vec3 eyeToVert_159;
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vec3 worldNorm_160;
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vec3 worldVert_161;
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v2f o_162;
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vec4 tmpvar_163;
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tmpvar_163 = (gl_ModelViewProjectionMatrix * v_156.vertex);
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o_162.pos = tmpvar_163;
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vec2 tmpvar_164;
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tmpvar_164 = ((v_156.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_162.uv = tmpvar_164;
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vec3 tmpvar_165;
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tmpvar_165 = (_Object2World * v_156.vertex).xyz;
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worldVert_161 = tmpvar_165;
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mat3 tmpvar_166;
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tmpvar_166 = xll_constructMat3_mf4x4 (_Object2World);
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vec3 tmpvar_167;
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tmpvar_167 = normalize ((tmpvar_166 * v_156.normal.xyz));
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vec3 tmpvar_168;
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tmpvar_168 = tmpvar_167;
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worldNorm_160 = tmpvar_168;
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DoCalcHybridLight2 (worldVert_161, worldNorm_160, o_162.hybridDir, o_162.hybridCol, o_162.ambient, v_156.bakedCol, v_156.bakedDir);
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vec3 tmpvar_169;
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tmpvar_169 = normalize ((_WorldSpaceCameraPos.xyz - worldVert_161));
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|
vec3 tmpvar_170;
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tmpvar_170 = tmpvar_169;
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|
eyeToVert_159 = tmpvar_170;
|
|
vec3 tmpvar_171;
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tmpvar_171 = cross (v_156.normal, v_156.tangent.xyz);
|
|
vec3 tmpvar_172;
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tmpvar_172 = (tmpvar_171 * v_156.tangent.w);
|
|
binormal_158 = tmpvar_172;
|
|
mat3 tmpvar_173;
|
|
vec3 tmpvar_174;
|
|
tmpvar_174 = v_156.tangent.xyz;
|
|
tmpvar_173[0] = tmpvar_174;
|
|
vec3 tmpvar_175;
|
|
tmpvar_175 = binormal_158;
|
|
tmpvar_173[1] = tmpvar_175;
|
|
vec3 tmpvar_176;
|
|
tmpvar_176 = v_156.normal;
|
|
tmpvar_173[2] = tmpvar_176;
|
|
mat3 tmpvar_177;
|
|
tmpvar_177 = xll_transpose_mf3x3 (tmpvar_173);
|
|
mat3 tmpvar_178;
|
|
tmpvar_178 = tmpvar_177;
|
|
rotation_157 = tmpvar_178;
|
|
mat3 tmpvar_179;
|
|
tmpvar_179 = xll_constructMat3_mf4x4 (_World2Object);
|
|
vec3 tmpvar_180;
|
|
tmpvar_180 = (rotation_157 * (tmpvar_179 * o_162.hybridDir));
|
|
o_162.hybridDir = tmpvar_180;
|
|
return o_162;
|
|
}
|
|
|
|
void main ()
|
|
{
|
|
HybridAppData xlt_v_181;
|
|
v2f xl_retval_182;
|
|
vec4 tmpvar_183;
|
|
tmpvar_183 = gl_Vertex.xyzw;
|
|
vec4 tmpvar_184;
|
|
tmpvar_184 = tmpvar_183;
|
|
xlt_v_181.vertex = tmpvar_184;
|
|
vec4 tmpvar_185;
|
|
tmpvar_185 = TANGENT.xyzw;
|
|
vec4 tmpvar_186;
|
|
tmpvar_186 = tmpvar_185;
|
|
xlt_v_181.tangent = tmpvar_186;
|
|
vec3 tmpvar_187;
|
|
tmpvar_187 = gl_Normal.xyz;
|
|
vec3 tmpvar_188;
|
|
tmpvar_188 = tmpvar_187;
|
|
xlt_v_181.normal = tmpvar_188;
|
|
vec4 tmpvar_189;
|
|
tmpvar_189 = gl_MultiTexCoord0.xyzw;
|
|
vec4 tmpvar_190;
|
|
tmpvar_190 = tmpvar_189;
|
|
xlt_v_181.texcoord = tmpvar_190;
|
|
vec4 tmpvar_191;
|
|
tmpvar_191 = gl_Color.xyzw;
|
|
vec4 tmpvar_192;
|
|
tmpvar_192 = tmpvar_191;
|
|
xlt_v_181.bakedCol = tmpvar_192;
|
|
vec2 tmpvar_193;
|
|
tmpvar_193 = gl_MultiTexCoord1.xy;
|
|
vec2 tmpvar_194;
|
|
tmpvar_194 = tmpvar_193;
|
|
xlt_v_181.bakedDir = tmpvar_194;
|
|
v2f tmpvar_195;
|
|
tmpvar_195 = vert (xlt_v_181);
|
|
v2f tmpvar_196;
|
|
tmpvar_196 = tmpvar_195;
|
|
xl_retval_182 = tmpvar_196;
|
|
vec4 tmpvar_197;
|
|
tmpvar_197 = xl_retval_182.pos.xyzw;
|
|
vec4 tmpvar_198;
|
|
tmpvar_198 = tmpvar_197;
|
|
gl_Position = tmpvar_198;
|
|
vec3 tmpvar_199;
|
|
tmpvar_199 = xl_retval_182.hybridDir.xyz;
|
|
vec3 tmpvar_200;
|
|
tmpvar_200 = tmpvar_199;
|
|
xlv_TEXCOORD0 = tmpvar_200;
|
|
vec3 tmpvar_201;
|
|
tmpvar_201 = xl_retval_182.hybridCol.xyz;
|
|
vec3 tmpvar_202;
|
|
tmpvar_202 = tmpvar_201;
|
|
xlv_TEXCOORD1 = tmpvar_202;
|
|
vec3 tmpvar_203;
|
|
tmpvar_203 = xl_retval_182.ambient.xyz;
|
|
vec3 tmpvar_204;
|
|
tmpvar_204 = tmpvar_203;
|
|
xlv_COLOR = tmpvar_204;
|
|
vec2 tmpvar_205;
|
|
tmpvar_205 = xl_retval_182.uv.xy;
|
|
vec2 tmpvar_206;
|
|
tmpvar_206 = tmpvar_205;
|
|
xlv_TEXCOORD2 = tmpvar_206;
|
|
}
|
|
|