glsl[23] glsl-000fd57f3d6b1f85e8dee907c8a77fae
#version 330 core
// LunarGOO output
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
struct PS_INPUT {
vec4 member0;
vec4 member1;
vec4 member2;
vec4 member3;
vec4 member4;
vec4 member5;
vec4 member6;
vec4 member7;
bool member8;
};
layout(std140, binding = 1 ) uniform DotaGlobalParams_t {
vec3 g_vGlobalLightDir;
vec3 g_vGlobalLightColor;
float g_flGlobalLightSpecularScale;
vec3 g_vGlobalLightSpecularDir;
float g_flGlobalLightSpecularExp;
vec3 g_vGlobalLightSpecularColor;
float g_flGlobalLightSpecularIndependence;
vec3 g_vGlobalLightAmbientDir;
float g_flGlobalLightAmbientScale1;
vec3 g_vGlobalLightAmbientColor1;
float g_flGlobalLightAmbientScale2;
vec3 g_vGlobalLightAmbientColor2;
float g_flGlobalLightAmbientScale2Hero;
vec2 g_vGlobalCloud1Offset;
vec2 g_vGlobalCloud2Offset;
vec3 g_vFowColor;
float g_flGlobalCloudScale;
float g_flFowDarkness;
float g_flFowGrayFactor;
float g_flFowColorFactor;
float g_flFowGrayHilights;
vec4 g_vFowWorldSize;
vec4 g_vFowTexOffsets;
layout(row_major) mat4 g_matShadowWorldToTexture;
vec4 g_vInvShadowDepthTextureSize;
vec3 g_vGlobalLightAmbientColor3;
float g_flGlobalLightAmbientShadowAmount;
} ;
layout( binding = 8 ) uniform sampler2DShadow g_tShadowDepthTexture;
layout(std140, binding = 0 ) uniform _Globals_ {
float g_flBumpStrength;
vec3 g_vColorTint0;
vec3 g_vColorTint1;
vec3 g_vColorTint2;
vec3 g_vColorTint3;
vec3 g_vColorTintB0;
vec3 g_vColorTintB1;
vec3 g_vColorTintB2;
vec3 g_vColorTintB3;
vec4 g_vGlobalTint;
vec3 g_vBorderColorTint1;
vec3 g_vBorderColorTint2;
vec3 g_vBorderColorTint3;
float g_flBorderOffset1;
float g_flBorderOffset2;
float g_flBorderOffset3;
float g_flBorderTintStrength1;
float g_flBorderTintStrength2;
float g_flBorderTintStrength3;
float g_flBorderTintSoftness1;
float g_flBorderTintSoftness2;
float g_flBorderTintSoftness3;
float g_flSpecularIntensity;
float g_flSpecularBloom;
float g_flTexCoordScale0;
float g_flTexCoordRotate0;
vec2 g_vTexCoordScroll0;
vec2 g_vTexCoordOffset0;
float g_flTexCoordScale1;
float g_flTexCoordRotate1;
vec2 g_vTexCoordScroll1;
vec2 g_vTexCoordOffset1;
float g_flTexCoordScale2;
float g_flTexCoordRotate2;
vec2 g_vTexCoordScroll2;
vec2 g_vTexCoordOffset2;
vec3 g_vTexCoordTransform2U;
vec3 g_vTexCoordTransform2V;
float g_flTexCoordScale3;
float g_flTexCoordRotate3;
vec2 g_vTexCoordScroll3;
vec2 g_vTexCoordOffset3;
vec3 g_vTexCoordTransform3U;
vec3 g_vTexCoordTransform3V;
vec3 g_vNormalTransform0U;
vec3 g_vNormalTransform0V;
vec3 g_vNormalTransform1U;
vec3 g_vNormalTransform1V;
vec3 g_vNormalTransform2U;
vec3 g_vNormalTransform2V;
vec3 g_vNormalTransform3U;
vec3 g_vNormalTransform3V;
} ;
layout( binding = 0 ) uniform sampler2D g_tColor0;
layout( binding = 1 ) uniform sampler2D g_tColor1;
layout( binding = 2 ) uniform sampler2D g_tColor2;
layout( binding = 3 ) uniform sampler2D g_tColor3;
layout( binding = 4 ) uniform sampler2D g_tNormal0;
layout( binding = 5 ) uniform sampler2D g_tNormal1;
layout( binding = 6 ) uniform sampler2D g_tNormal2;
layout( binding = 7 ) uniform sampler2D g_tNormal3;
layout(std140, binding = 2 ) uniform PerViewConstantBuffer_t {
layout(row_major) mat4 g_matWorldToProjection;
layout(row_major) mat4 g_matProjectionToWorld;
layout(row_major) mat4 g_matWorldToView;
layout(row_major) mat4 g_matViewToProjection;
vec4 g_vInvProjRow3;
vec4 g_vClipPlane0;
float g_flToneMapScalarLinear;
float g_flLightMapScalar;
float g_flEnvMapScalar;
float g_flToneMapScalarGamma;
vec3 g_vCameraPositionWs;
float g_flViewportMinZ;
vec3 g_vCameraDirWs;
float g_flViewportMaxZ;
vec3 g_vCameraUpDirWs;
float g_flTime;
vec3 g_vDepthPsToVsConversion;
float g_flNearPlane;
float g_flFarPlane;
float g_flLightBinnerFarPlane;
vec2 g_vInvViewportSize;
vec2 g_vViewportToGBufferRatio;
vec2 g_vMorphTextureAtlasSize;
vec4 g_vInvGBufferSize;
vec2 g_vViewportOffset;
vec2 g_vViewportSize;
vec2 g_vRenderTargetSize;
float g_flFogBlendToBackground;
float g_flHenyeyGreensteinCoeff;
vec3 g_vFogColor;
float g_flNegFogStartOverFogRange;
float g_flInvFogRange;
float g_flFogMaxDensity;
float g_flFogExponent;
float g_flMod2xIdentity;
float g_bStereoEnabled;
float g_flStereoCameraIndex;
float g_fInvViewportZRange;
float g_fMinViewportZScaled;
vec3 g_vMiddleEyePositionWs;
float g_flPad2;
layout(row_major) mat4 g_matWorldToProjectionMultiview[2];
vec4 g_vCameraPositionWsMultiview[2];
vec4 g_vFrameBufferCopyInvSizeAndUvScale;
vec4 g_vCameraAngles;
vec4 g_vWorldToCameraOffset;
vec4 g_vWorldToCameraOffsetMultiview[2];
vec4 g_vPerViewConstantExtraData0;
vec4 g_vPerViewConstantExtraData1;
vec4 g_vPerViewConstantExtraData2;
vec4 g_vPerViewConstantExtraData3;
} ;
uniform sampler2D g_tFow;
uniform sampler2D g_tFrameBufferCopyTexture;
uniform sampler2D g_tDepthTexture;
uniform sampler2D g_tGBufferAlbedo;
uniform sampler2D g_tGBufferLightingTerms;
uniform sampler2D g_tGBufferDepth;
uniform sampler2D g_tGBufferNormalWs;
layout(std140) uniform PerLayerConstantBuffer_t {
vec4 g_vWireframeColor;
} ;
uniform sampler2D g_tClouds;
uniform sampler2D g_tTintMasks;
uniform sampler2D g_tSpecular0;
uniform sampler2D g_tSpecular1;
uniform sampler2D g_tSpecular2;
uniform sampler2D g_tSpecular3;
layout(location=0) in vec4 PS_INPUT_gl_vPositionWs_flLinearDepth;
layout(location=1) in vec4 PS_INPUT_gl_vNormalWs_flSpecularAmount;
layout(location=2) in vec4 PS_INPUT_gl_vVertexColor;
layout(location=3) in vec4 PS_INPUT_gl_vColorBlendValues_BlendY;
layout(location=4) in vec4 PS_INPUT_gl_vAlphaBlendValues_BlendZ;
layout(location=5) in vec4 PS_INPUT_gl_vTangentUWs_flTangentVSign;
layout(location=6) in vec4 PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1;
layout(location=7) in vec4 PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3;
layout(location=0) out vec4 PS_OUTPUT_gl_vDiffuse;
layout(location=1) out vec4 PS_OUTPUT_gl_flDepth;
const float C_1d0 = 1.0;
const float C_a1d0 = -1.0;
const float C_0d0 = 0.0;
const vec2 C_vec2p2d0p = vec2(2.0);
const vec2 C_vec2pa1d0p = vec2(-1.0);
const vec3 C_vec3p0d0p = vec3(0.0);
const vec4 C_wt9i7t = vec4(0.0749064);
const vec2 C_a1z03r = vec2(0.0, 0.0);
const vec4 C_a1xzaw1 = vec4(0.123596);
const float C_0d205993 = 0.205993;
const float C_1d85 = 1.85;
const float C_0d45 = 0.45;
const float C_2d1 = 2.1;
const float C_0d5 = 0.5;
void main()
{
PS_INPUT param;
PS_INPUT mainIn;
mainIn.member0 = PS_INPUT_gl_vPositionWs_flLinearDepth;
mainIn.member1 = PS_INPUT_gl_vNormalWs_flSpecularAmount;
mainIn.member2 = PS_INPUT_gl_vVertexColor;
mainIn.member3 = PS_INPUT_gl_vColorBlendValues_BlendY;
mainIn.member4 = PS_INPUT_gl_vAlphaBlendValues_BlendZ;
mainIn.member5 = PS_INPUT_gl_vTangentUWs_flTangentVSign;
mainIn.member6 = PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1;
mainIn.member7 = PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3;
mainIn.member8 = gl_FrontFacing;
param = mainIn;
float i = param.member8 ? C_1d0 : C_a1d0;
vec3 H_48fig1 = vec3(i);
vec3 H_09cclc = H_48fig1 * param.member1.xyz;
vec4 H_hxw2lk1 = param.member1;
H_hxw2lk1.xyz = H_09cclc.xyz;
param.member1 = H_hxw2lk1;
vec3 vGeometricNormalWs = normalize(H_09cclc);
vec3 vTangentUWs = normalize(param.member5.xyz);
vec3 vTangentVWs = cross(vGeometricNormalWs, param.member5.xyz);
vec3 vTangentVWs1 = normalize(vTangentVWs);
vec3 vTangentVWs2 = param.member5.www * vTangentVWs1;
vec4 vDiffuse = texture(g_tColor0, param.member6.xy);
vec4 vDiffuse1 = texture(g_tColor1, param.member6.zw);
vec4 vDiffuse2 = texture(g_tColor2, param.member7.xy);
vec4 vDiffuse3 = texture(g_tColor3, param.member7.zw);
vec3 H_wcvtba1 = g_vColorTint0 * vDiffuse.xyz;
vec3 H_uc7tjr = g_vColorTint1 * vDiffuse1.xyz;
vec3 H_q8wrom1 = g_vColorTint2 * vDiffuse2.xyz;
vec3 H_q30rsf = g_vColorTint3 * vDiffuse3.xyz;
float H_bwvo3c = vDiffuse1.w - param.member4.x;
float minb = max(C_0d0, H_bwvo3c);
float H_tholfr1 = param.member4.x + vDiffuse1.w;
float maxb = min(C_1d0, H_tholfr1);
float flResult = smoothstep(minb, maxb, param.member3.x);
vec4 H_lbklhh1 = vec4(flResult);
vec3 H_ce1opy1 = vec3(flResult);
float H_4abpfv = C_1d0 - flResult;
float H_hlu9qw1 = vDiffuse2.w - param.member4.y;
float minb1 = max(C_0d0, H_hlu9qw1);
float H_n63euv = param.member4.y + vDiffuse2.w;
float maxb1 = min(C_1d0, H_n63euv);
float flResult1 = smoothstep(minb1, maxb1, param.member3.y);
float flResult2 = clamp(flResult1, C_0d0, H_4abpfv);
vec4 H_fjfksz = vec4(flResult2);
vec3 H_cy3lxl = vec3(flResult2);
float H_x6pp2y1 = H_4abpfv - flResult2;
float H_vkiwn6 = vDiffuse3.w - param.member4.z;
float minb2 = max(C_0d0, H_vkiwn6);
float H_lrsoj5 = param.member4.z + vDiffuse3.w;
float maxb2 = min(C_1d0, H_lrsoj5);
float flResult3 = smoothstep(minb2, maxb2, param.member3.z);
float flResult4 = clamp(flResult3, C_0d0, H_x6pp2y1);
vec4 H_149rs91 = vec4(flResult4);
vec3 H_yruoot = vec3(flResult4);
float H_8qsjgf1 = H_x6pp2y1 - flResult4;
vec4 H_9rjn0c = vec4(H_8qsjgf1);
vec3 H_q3sb44 = vec3(H_8qsjgf1);
vec3 H_4hzefm = H_q3sb44 * H_wcvtba1;
vec3 H_6uaahc = H_ce1opy1 * H_uc7tjr;
vec3 H_w8521h = H_4hzefm + H_6uaahc;
vec3 H_tqrw62 = H_cy3lxl * H_q8wrom1;
vec3 H_7q73ff1 = H_tqrw62 + H_w8521h;
vec3 H_y6sunf = H_q30rsf * H_yruoot;
vec3 H_6dk5u9 = H_7q73ff1 + H_y6sunf;
vec3 H_cjsjgj = H_6dk5u9 * param.member2.xyz;
vec4 vNormalTexel = texture(g_tNormal0, param.member6.xy);
vec4 vNormalTexel1 = texture(g_tNormal1, param.member6.zw);
vec4 vNormalTexel2 = texture(g_tNormal2, param.member7.xy);
vec4 vNormalTexel3 = texture(g_tNormal3, param.member7.zw);
vec3 H_c9sxtd1 = vec3(vNormalTexel.w, vNormalTexel.y, C_1d0);
float vNormalTexel4 = dot(g_vNormalTransform0U, H_c9sxtd1);
float vNormalTexel5 = dot(g_vNormalTransform0V, H_c9sxtd1);
vec4 H_2ett9s1 = vNormalTexel;
H_2ett9s1.yw = vec2(vNormalTexel5, vNormalTexel4);
vec3 H_m9bnvc = vec3(vNormalTexel1.w, vNormalTexel1.y, C_1d0);
float vNormalTexel6 = dot(g_vNormalTransform1U, H_m9bnvc);
float vNormalTexel7 = dot(g_vNormalTransform1V, H_m9bnvc);
vec4 H_d5i45r1 = vNormalTexel1;
H_d5i45r1.yw = vec2(vNormalTexel7, vNormalTexel6);
vec3 H_gapr6p1 = vec3(vNormalTexel2.w, vNormalTexel2.y, C_1d0);
float vNormalTexel8 = dot(g_vNormalTransform2U, H_gapr6p1);
float vNormalTexel9 = dot(g_vNormalTransform2V, H_gapr6p1);
vec4 H_g2p5bq1 = vNormalTexel2;
H_g2p5bq1.yw = vec2(vNormalTexel9, vNormalTexel8);
vec3 H_2lajvb = vec3(vNormalTexel3.w, vNormalTexel3.y, C_1d0);
float vNormalTexela = dot(g_vNormalTransform3U, H_2lajvb);
float vNormalTexelb = dot(g_vNormalTransform3V, H_2lajvb);
vec4 H_fra5lq1 = vNormalTexel3;
H_fra5lq1.yw = vec2(vNormalTexelb, vNormalTexela);
vec4 H_d8o8mm = H_2ett9s1 * H_9rjn0c;
vec4 H_14tvae = H_d5i45r1 * H_lbklhh1;
vec4 H_k3x5lf = H_14tvae + H_d8o8mm;
vec4 H_dk37g91 = H_fjfksz * H_g2p5bq1;
vec4 H_nh9jil1 = H_dk37g91 + H_k3x5lf;
vec4 H_oaezte1 = H_149rs91 * H_fra5lq1;
vec4 vBlendedNormalTexel = H_nh9jil1 + H_oaezte1;
vec2 H_m8lc3k1 = vBlendedNormalTexel.wy * C_vec2p2d0p;
vec2 H_k9c4oe1 = H_m8lc3k1 + C_vec2pa1d0p;
float vNormalTs = dot(H_k9c4oe1, H_k9c4oe1);
float param1 = C_1d0 - vNormalTs;
float misc3a = clamp(param1, C_0d0, C_1d0);
float vNormalTs1 = sqrt(misc3a);
float H_ikr96c1 = C_0d0 - H_k9c4oe1.y;
vec2 H_x1he8s = vec2(g_flBumpStrength);
vec2 H_v0t2831 = vec2(H_k9c4oe1.x, H_ikr96c1);
vec2 H_ytgoo5 = H_v0t2831 * H_x1he8s;
vec3 H_xxwq9g1 = vec3(H_ytgoo5.x, H_ytgoo5.y, vNormalTs1);
vec3 vNormalTs2 = normalize(H_xxwq9g1);
vec3 vVectorWs = vNormalTs2.xxx * vTangentUWs;
vec3 H_35021c1 = vNormalTs2.yyy * vTangentVWs2;
vec3 vVectorWs1 = H_35021c1 + vVectorWs;
vec3 H_9wf1l91 = vGeometricNormalWs * vNormalTs2.zzz;
vec3 vVectorWs2 = H_9wf1l91 + vVectorWs1;
vec3 H_qw6t8a1 = normalize(vVectorWs2);
vec3 H_j03jbn = C_vec3p0d0p - g_vGlobalLightDir;
float flNDotL = dot(H_j03jbn, H_qw6t8a1);
float misc3a1 = clamp(flNDotL, C_0d0, C_1d0);
float product = g_matShadowWorldToTexture[0].x * param.member0.x;
float product1 = g_matShadowWorldToTexture[1].x * param.member0.y;
float dotProduct = product + product1;
float product2 = g_matShadowWorldToTexture[2].x * param.member0.z;
float dotProduct1 = dotProduct + product2;
float dotProduct2 = dotProduct1 + g_matShadowWorldToTexture[3].x;
float product3 = g_matShadowWorldToTexture[0].y * param.member0.x;
float product4 = g_matShadowWorldToTexture[1].y * param.member0.y;
float dotProduct3 = product3 + product4;
float product5 = g_matShadowWorldToTexture[2].y * param.member0.z;
float dotProduct4 = dotProduct3 + product5;
float dotProduct5 = dotProduct4 + g_matShadowWorldToTexture[3].y;
float product6 = g_matShadowWorldToTexture[0].z * param.member0.x;
float product7 = g_matShadowWorldToTexture[1].z * param.member0.y;
float dotProduct6 = product6 + product7;
float product8 = g_matShadowWorldToTexture[2].z * param.member0.z;
float dotProduct7 = dotProduct6 + product8;
float dotProduct8 = dotProduct7 + g_matShadowWorldToTexture[3].z;
float product9 = g_matShadowWorldToTexture[0].w * param.member0.x;
float producta = g_matShadowWorldToTexture[1].w * param.member0.y;
float dotProduct9 = product9 + producta;
float productb = g_matShadowWorldToTexture[2].w * param.member0.z;
float dotProducta = dotProduct9 + productb;
float dotProductb = dotProducta + g_matShadowWorldToTexture[3].w;
vec3 H_16wbh81 = vec3(dotProductb);
vec3 H_mo5dbs1 = vec3(dotProduct2, dotProduct5, dotProduct8);
vec3 H_qdsg5k1 = H_mo5dbs1 / H_16wbh81;
float param2 = C_0d0 - H_qdsg5k1.z;
float misc3a2 = clamp(param2, C_0d0, C_1d0);
float H_60ojyb = C_0d0 - g_vInvShadowDepthTextureSize.x;
vec2 H_t5te6f = vec2(H_60ojyb);
vec2 H_ep5c3j1 = H_qdsg5k1.xy + g_vInvShadowDepthTextureSize.xx;
vec3 H_8dksvs = vec3(H_ep5c3j1.x, H_ep5c3j1.y, misc3a2);
float H_chn5ep1 = textureLod(g_tShadowDepthTexture, H_8dksvs, C_0d0);
vec2 H_pv0in9 = vec2(H_60ojyb, g_vInvShadowDepthTextureSize.x);
vec2 H_he48ts = H_pv0in9 + H_qdsg5k1.xy;
vec3 H_otyegk = vec3(H_he48ts.x, H_he48ts.y, misc3a2);
float H_u08pk7 = textureLod(g_tShadowDepthTexture, H_otyegk, C_0d0);
vec2 H_t32u4i1 = vec2(g_vInvShadowDepthTextureSize.x, H_60ojyb);
vec2 H_3zubtq = H_qdsg5k1.xy + H_t32u4i1;
vec3 H_w4ff2h1 = vec3(H_3zubtq.x, H_3zubtq.y, misc3a2);
float H_xkjzlj1 = textureLod(g_tShadowDepthTexture, H_w4ff2h1, C_0d0);
vec2 H_r37y1w = H_qdsg5k1.xy + H_t5te6f;
vec3 H_8eio7d1 = vec3(H_r37y1w.x, H_r37y1w.y, misc3a2);
float H_efz1ea1 = textureLod(g_tShadowDepthTexture, H_8eio7d1, C_0d0);
vec4 H_u6ap2o = vec4(H_chn5ep1, H_u08pk7, H_xkjzlj1, H_efz1ea1);
float flSum = dot(H_u6ap2o, C_wt9i7t);
vec2 H_e9rh661 = vec2(g_vInvShadowDepthTextureSize.x, C_0d0);
vec2 H_85dk7x = H_e9rh661 + H_qdsg5k1.xy;
vec3 H_053dbf1 = vec3(H_85dk7x.x, H_85dk7x.y, misc3a2);
float H_mabyh11 = textureLod(g_tShadowDepthTexture, H_053dbf1, C_0d0);
vec2 H_na4vhz = vec2(H_60ojyb, C_0d0);
vec2 H_iybrli = H_na4vhz + H_qdsg5k1.xy;
vec3 H_4grr8t1 = vec3(H_iybrli.x, H_iybrli.y, misc3a2);
float H_t8dmln1 = textureLod(g_tShadowDepthTexture, H_4grr8t1, C_0d0);
vec2 H_23b4ob1 = C_a1z03r;
H_23b4ob1.y = H_60ojyb;
vec2 H_wcm3cs = H_23b4ob1 + H_qdsg5k1.xy;
vec3 H_oyv10x = vec3(H_wcm3cs.x, H_wcm3cs.y, misc3a2);
float H_8gpeo9 = textureLod(g_tShadowDepthTexture, H_oyv10x, C_0d0);
vec2 H_23b4ob1r = C_a1z03r;
H_23b4ob1r.y = g_vInvShadowDepthTextureSize.x;
vec2 H_omz8p81 = H_23b4ob1r + H_qdsg5k1.xy;
vec3 H_o6we2h1 = vec3(H_omz8p81.x, H_omz8p81.y, misc3a2);
float H_fbktf11 = textureLod(g_tShadowDepthTexture, H_o6we2h1, C_0d0);
vec4 H_0xzzl01 = vec4(H_mabyh11, H_t8dmln1, H_8gpeo9, H_fbktf11);
float flSum1 = dot(H_0xzzl01, C_a1xzaw1);
float flSum2 = flSum + flSum1;
vec3 H_i59xs01 = vec3(H_qdsg5k1.x, H_qdsg5k1.y, misc3a2);
float flSum3 = textureLod(g_tShadowDepthTexture, H_i59xs01, C_0d0);
float H_xchcee1 = flSum3 * C_0d205993;
float flSum4 = H_xchcee1 + flSum2;
float flDirectionalAmbientShadow = mix(C_1d0, flSum4, g_flGlobalLightAmbientShadowAmount);
float flDirectOcclusionFactor = pow(C_1d0, C_1d85);
float flDirectOcclusionFactor1 = mix(C_0d45, C_1d0, flDirectOcclusionFactor);
float flIndirectOcclusionFactor = pow(C_1d0, C_2d1);
vec3 H_fx1uua = vec3(g_flGlobalLightAmbientScale1);
vec3 vDirectionalAmbientColor = H_fx1uua * g_vGlobalLightAmbientColor1;
float H_jjpf4g1 = H_qw6t8a1.z * C_0d5;
float H_ahpdwy = C_0d5 + H_jjpf4g1;
vec3 vShadowAmbientColor = mix(g_vGlobalLightAmbientColor3, g_vGlobalLightAmbientColor2, H_ahpdwy);
vec3 H_s7noda1 = vec3(g_flGlobalLightAmbientScale2);
vec3 vShadowAmbientColor1 = H_s7noda1 * vShadowAmbientColor;
float H_31qz09 = flSum4 * misc3a1;
float H_gau7fy1 = H_31qz09 * flDirectOcclusionFactor1;
vec3 H_gdbd4a = vec3(H_gau7fy1);
vec3 vDirectLight = H_gdbd4a * g_vGlobalLightColor;
float vDirectionalAmbientLight = dot(g_vGlobalLightAmbientDir, H_qw6t8a1);
float misc3a3 = clamp(vDirectionalAmbientLight, C_0d0, C_1d0);
float H_kiixpe = flDirectionalAmbientShadow * misc3a3;
float H_ep5njm1 = H_kiixpe * flIndirectOcclusionFactor;
vec3 H_2g2z83 = vec3(H_ep5njm1);
vec3 vDirectionalAmbientLight1 = H_2g2z83 * vDirectionalAmbientColor;
float H_6yfb121 = C_1d0 - H_31qz09;
float H_dvqxom1 = H_6yfb121 * flIndirectOcclusionFactor;
vec3 H_e5bd49 = vec3(H_dvqxom1);
vec3 vShadowAmbientLight = H_e5bd49 * vShadowAmbientColor1;
vec3 H_8w78gv1 = vDirectLight + vDirectionalAmbientLight1;
vec3 vLighting = H_8w78gv1 + vShadowAmbientLight;
vec3 H_dpz43r = H_cjsjgj * vLighting;
vec4 H_x5k7ax = vec4(param.member0.x, param.member0.y, param.member0.z, C_1d0);
float flClipPlaneDist = dot(g_vClipPlane0, H_x5k7ax);
float param3 = flClipPlaneDist * g_flInvFogRange;
float misc3a4 = clamp(param3, C_0d0, C_1d0);
vec4 H_vna79c = vec4(H_dpz43r.x, H_dpz43r.y, H_dpz43r.z, misc3a4);
PS_OUTPUT_gl_vDiffuse = H_vna79c;
PS_OUTPUT_gl_flDepth = param.member0.wwww;
}