glsl[0] glsl-4af9254b52652f132234fbeea5b44ed8
#version 330 core
// LunarGOO output
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
uniform sampler2D g_tColor0;
uniform sampler2D g_tColor1;
uniform sampler2D g_tColor2;
uniform sampler2D g_tColor3;
layout(std140) 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(std140, binding = 0 ) uniform PerLayerConstantBuffer_t {
vec4 g_vWireframeColor;
} ;
layout(std140) 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;
} ;
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 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_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_vBaseTexCoord0_vBaseTexCoord1;
layout(location=6) in vec4 PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3;
layout(location=0) out vec4 PS_OUTPUT_gl_vDiffuse;
void main()
{
vec3 H_sa2nek = PS_INPUT_gl_vVertexColor.xyz * g_vWireframeColor.xyz;
vec4 H_7xp82d = PS_INPUT_gl_vVertexColor;
H_7xp82d.xyz = H_sa2nek.xyz;
PS_OUTPUT_gl_vDiffuse = H_7xp82d;
}