glsl[11] glsl-1a762cd0e88a03cd03ef1a28adbf8098
#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;
	vec4 member8;
	vec2 member9;
};
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(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;
} ;
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_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;
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 sampler2DShadow g_tShadowDepthTexture;
uniform sampler2D g_tTintMasks;
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_vProjTexCoord0_X_Y;
layout(location=6) in vec4 PS_INPUT_gl_vProjTexCoord1_X_Y;
layout(location=7) in vec4 PS_INPUT_gl_vProjTexCoord2_X_Y;
layout(location=8) in vec4 PS_INPUT_gl_vProjTexCoord_0Z_1Z;
layout(location=9) in vec2 PS_INPUT_gl_vProjTexCoord_2Z;
layout(location=0) out vec4 PS_OUTPUT_gl_vDiffuse;
layout(location=1) out vec4 PS_OUTPUT_gl_flDepth;
const vec3 C_vec3p128d0p = vec3(128.0);
const float C_0d0 = 0.0;
const float C_1d0 = 1.0;
const float C_2d0 = 2.0;
const vec3 C_vec3p0d0p = vec3(0.0);
const float C_1d85 = 1.85;
const float C_0d45 = 0.45;
const float C_2d1 = 2.1;
const float C_0d5 = 0.5;
const vec4 C_xx1m2m1 = vec4(0.0, 0.0, 0.0, 1.0);
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_vProjTexCoord0_X_Y;
	mainIn.member6 = PS_INPUT_gl_vProjTexCoord1_X_Y;
	mainIn.member7 = PS_INPUT_gl_vProjTexCoord2_X_Y;
	mainIn.member8 = PS_INPUT_gl_vProjTexCoord_0Z_1Z;
	mainIn.member9 = PS_INPUT_gl_vProjTexCoord_2Z;
	vec3 vGeometricNormalWs = normalize(mainIn.member1.xyz);
	vec3 vScaledPos = mainIn.member0.xyz / C_vec3p128d0p;
	float H_wq616s = C_0d0 - vScaledPos.z;
	vec3 H_moxbzf1 = vec3(vScaledPos.y, H_wq616s, C_1d0);
	vec3 H_nhxvm9 = vScaledPos;
	H_nhxvm9.yz = vec2(H_wq616s, C_1d0);
	float H_ttzzzs = C_0d0 - vScaledPos.y;
	vec3 H_nhxvm9r = vScaledPos;
	H_nhxvm9r.yz = vec2(H_ttzzzs, C_1d0);
	float vProjTexCoord_3X = dot(g_vTexCoordTransform3U, H_moxbzf1);
	float vProjTexCoord_3X1 = dot(g_vTexCoordTransform3V, H_moxbzf1);
	vec2 H_56v5wc = vec2(vProjTexCoord_3X, vProjTexCoord_3X1);
	float vProjTexCoord_3Y = dot(g_vTexCoordTransform3U, H_nhxvm9);
	float vProjTexCoord_3Y1 = dot(g_vTexCoordTransform3V, H_nhxvm9);
	vec2 H_d4o2x91 = vec2(vProjTexCoord_3Y, vProjTexCoord_3Y1);
	float vProjTexCoord_3Z = dot(g_vTexCoordTransform3U, H_nhxvm9r);
	float vProjTexCoord_3Z1 = dot(g_vTexCoordTransform3V, H_nhxvm9r);
	vec2 H_9xv0dz = vec2(vProjTexCoord_3Z, vProjTexCoord_3Z1);
	float param1 = mainIn.member3.w * C_2d0;
	float misc3a = clamp(param1, C_0d0, C_1d0);
	float param2 = C_2d0 * mainIn.member4.w;
	float misc3a1 = clamp(param2, C_0d0, C_1d0);
	vec4 vDiffuse0_X = texture(g_tColor0, mainIn.member5.xy);
	vec4 vDiffuse1_X = texture(g_tColor1, mainIn.member6.xy);
	vec4 vDiffuse2_X = texture(g_tColor2, mainIn.member7.xy);
	vec4 vDiffuse3_X = texture(g_tColor3, H_56v5wc);
	vec4 vDiffuse0_Y = texture(g_tColor0, mainIn.member5.zw);
	vec4 vDiffuse1_Y = texture(g_tColor1, mainIn.member6.zw);
	vec4 vDiffuse2_Y = texture(g_tColor2, mainIn.member7.zw);
	vec4 vDiffuse3_Y = texture(g_tColor3, H_d4o2x91);
	vec4 vDiffuse = mix(vDiffuse0_X, vDiffuse0_Y, misc3a);
	vec4 vDiffuse1 = mix(vDiffuse1_X, vDiffuse1_Y, misc3a);
	vec4 vDiffuse2 = mix(vDiffuse2_X, vDiffuse2_Y, misc3a);
	vec4 vDiffuse3 = mix(vDiffuse3_X, vDiffuse3_Y, misc3a);
	vec4 vDiffuse0_Z = texture(g_tColor0, mainIn.member8.xy);
	vec4 vDiffuse1_Z = texture(g_tColor1, mainIn.member8.zw);
	vec4 vDiffuse2_Z = texture(g_tColor2, mainIn.member9);
	vec4 vDiffuse3_Z = texture(g_tColor3, H_9xv0dz);
	vec4 vDiffuse4 = mix(vDiffuse, vDiffuse0_Z, misc3a1);
	vec4 vDiffuse5 = mix(vDiffuse1, vDiffuse1_Z, misc3a1);
	vec4 vDiffuse6 = mix(vDiffuse2, vDiffuse2_Z, misc3a1);
	vec4 vDiffuse7 = mix(vDiffuse3, vDiffuse3_Z, misc3a1);
	vec3 H_adwfjt = g_vColorTint0 * vDiffuse4.xyz;
	vec3 H_2uorw41 = g_vColorTint1 * vDiffuse5.xyz;
	vec3 H_iretb91 = g_vColorTint2 * vDiffuse6.xyz;
	vec3 H_elqzps1 = g_vColorTint3 * vDiffuse7.xyz;
	float H_8uuilq = vDiffuse5.w - mainIn.member4.x;
	float minb = max(C_0d0, H_8uuilq);
	float H_co5txr = mainIn.member4.x + vDiffuse5.w;
	float maxb = min(C_1d0, H_co5txr);
	float flResult = smoothstep(minb, maxb, mainIn.member3.x);
	vec3 H_ce1opy1 = vec3(flResult);
	float H_4abpfv = C_1d0 - flResult;
	float H_cm5tb5 = vDiffuse6.w - mainIn.member4.y;
	float minb1 = max(C_0d0, H_cm5tb5);
	float H_qdcaay = mainIn.member4.y + vDiffuse6.w;
	float maxb1 = min(C_1d0, H_qdcaay);
	float flResult1 = smoothstep(minb1, maxb1, mainIn.member3.y);
	float flResult2 = clamp(flResult1, C_0d0, H_4abpfv);
	vec3 H_cy3lxl = vec3(flResult2);
	float H_x6pp2y1 = H_4abpfv - flResult2;
	float H_wbvjh1 = vDiffuse7.w - mainIn.member4.z;
	float minb2 = max(C_0d0, H_wbvjh1);
	float H_gtnp7p = mainIn.member4.z + vDiffuse7.w;
	float maxb2 = min(C_1d0, H_gtnp7p);
	float flResult3 = smoothstep(minb2, maxb2, mainIn.member3.z);
	float flResult4 = clamp(flResult3, C_0d0, H_x6pp2y1);
	vec3 H_yruoot = vec3(flResult4);
	float H_8qsjgf1 = H_x6pp2y1 - flResult4;
	vec3 H_q3sb44 = vec3(H_8qsjgf1);
	vec3 H_4tnkpv1 = H_adwfjt * H_q3sb44;
	vec3 H_ta891u = H_2uorw41 * H_ce1opy1;
	vec3 H_4shfzo = H_4tnkpv1 + H_ta891u;
	vec3 H_w51zmw1 = H_cy3lxl * H_iretb91;
	vec3 H_0c65c4 = H_4shfzo + H_w51zmw1;
	vec3 H_p7evn9 = H_elqzps1 * H_yruoot;
	vec3 H_8qdrsk = H_0c65c4 + H_p7evn9;
	vec3 H_y9edl61 = H_8qdrsk * mainIn.member2.xyz;
	vec3 H_j03jbn = C_vec3p0d0p - g_vGlobalLightDir;
	float flNDotL = dot(H_j03jbn, vGeometricNormalWs);
	float misc3a2 = clamp(flNDotL, C_0d0, C_1d0);
	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_guttgv1 = vGeometricNormalWs.z * C_0d5;
	float H_0yyagq1 = C_0d5 + H_guttgv1;
	vec3 vShadowAmbientColor = mix(g_vGlobalLightAmbientColor3, g_vGlobalLightAmbientColor2, H_0yyagq1);
	vec3 H_s7noda1 = vec3(g_flGlobalLightAmbientScale2);
	vec3 vShadowAmbientColor1 = H_s7noda1 * vShadowAmbientColor;
	float H_zq9xwe = flDirectOcclusionFactor1 * misc3a2;
	vec3 H_ivi62e = vec3(H_zq9xwe);
	vec3 vDirectLight = H_ivi62e * g_vGlobalLightColor;
	float vDirectionalAmbientLight = dot(g_vGlobalLightAmbientDir, vGeometricNormalWs);
	float misc3a3 = clamp(vDirectionalAmbientLight, C_0d0, C_1d0);
	float H_2yjo2e1 = flIndirectOcclusionFactor * misc3a3;
	vec3 H_adwlxt1 = vec3(H_2yjo2e1);
	vec3 vDirectionalAmbientLight1 = H_adwlxt1 * vDirectionalAmbientColor;
	float H_f5a1k1 = C_1d0 - misc3a2;
	float H_z0dhlb1 = H_f5a1k1 * flIndirectOcclusionFactor;
	vec3 H_dru1ei = vec3(H_z0dhlb1);
	vec3 vShadowAmbientLight = H_dru1ei * vShadowAmbientColor1;
	vec3 H_8w78gv1 = vDirectLight + vDirectionalAmbientLight1;
	vec3 vLighting = H_8w78gv1 + vShadowAmbientLight;
	vec3 H_ksxxd2 = H_y9edl61 * vLighting;
	float flDist = distance(mainIn.member0.xyz, g_vCameraPositionWs);
	float H_j6vk5z = flDist * g_flInvFogRange;
	float param3 = H_j6vk5z + g_flNegFogStartOverFogRange;
	float misc3a4 = clamp(param3, C_0d0, C_1d0);
	float flFog = pow(misc3a4, g_flFogExponent);
	float misc2a = min(g_flFogMaxDensity, flFog);
	float misc3a5 = clamp(misc2a, C_0d0, C_1d0);
	vec3 misc3a6 = mix(H_ksxxd2, g_vFogColor, misc3a5);
	vec4 H_rwwpo7 = C_xx1m2m1;
	H_rwwpo7.xyz = misc3a6.xyz;
	PS_OUTPUT_gl_vDiffuse = H_rwwpo7;
	PS_OUTPUT_gl_flDepth = mainIn.member0.wwww;
}