glsl[16] glsl-64911ada59b3c8d76793c8f9f2b60530
#version 330 core
// LunarGOO output
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(std140, binding = 1 ) 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 = 2 ) 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( 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(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 = 4 ) uniform sampler2D g_tSpecular0;
layout( binding = 5 ) uniform sampler2D g_tSpecular1;
layout( binding = 6 ) uniform sampler2D g_tSpecular2;
layout( binding = 7 ) uniform sampler2D g_tSpecular3;
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;
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;
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 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;
const vec3 C_kfumqy1 = vec3(0.2125, 0.7154, 0.0721);
const vec4 C_xx1m2m1 = vec4(0.0, 0.0, 0.0, 1.0);
void main()
{
float i = gl_FrontFacing ? C_1d0 : C_a1d0;
vec3 H_48fig1 = vec3(i);
vec3 H_urrma8 = H_48fig1 * PS_INPUT_gl_vNormalWs_flSpecularAmount.xyz;
vec3 vGeometricNormalWs = normalize(H_urrma8);
vec4 vDiffuse = texture(g_tColor0, PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1.xy);
vec4 vDiffuse1 = texture(g_tColor1, PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1.zw);
vec4 vDiffuse2 = texture(g_tColor2, PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3.xy);
vec4 vDiffuse3 = texture(g_tColor3, PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3.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_kgh6kc = vDiffuse1.w - PS_INPUT_gl_vAlphaBlendValues_BlendZ.x;
float minb = max(C_0d0, H_kgh6kc);
float H_cl72vu1 = PS_INPUT_gl_vAlphaBlendValues_BlendZ.x + vDiffuse1.w;
float maxb = min(C_1d0, H_cl72vu1);
float flResult = smoothstep(minb, maxb, PS_INPUT_gl_vColorBlendValues_BlendY.x);
vec3 H_ce1opy1 = vec3(flResult);
float H_4abpfv = C_1d0 - flResult;
float H_8kria8 = vDiffuse2.w - PS_INPUT_gl_vAlphaBlendValues_BlendZ.y;
float minb1 = max(C_0d0, H_8kria8);
float H_qcf9ui = PS_INPUT_gl_vAlphaBlendValues_BlendZ.y + vDiffuse2.w;
float maxb1 = min(C_1d0, H_qcf9ui);
float flResult1 = smoothstep(minb1, maxb1, PS_INPUT_gl_vColorBlendValues_BlendY.y);
float flResult2 = clamp(flResult1, C_0d0, H_4abpfv);
vec3 H_cy3lxl = vec3(flResult2);
float H_x6pp2y1 = H_4abpfv - flResult2;
float H_snh0yx = vDiffuse3.w - PS_INPUT_gl_vAlphaBlendValues_BlendZ.z;
float minb2 = max(C_0d0, H_snh0yx);
float H_cvcskd1 = PS_INPUT_gl_vAlphaBlendValues_BlendZ.z + vDiffuse3.w;
float maxb2 = min(C_1d0, H_cvcskd1);
float flResult3 = smoothstep(minb2, maxb2, PS_INPUT_gl_vColorBlendValues_BlendY.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_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_9qw7i8 = H_6dk5u9 * PS_INPUT_gl_vVertexColor.xyz;
vec4 vSpecular = texture(g_tSpecular0, PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1.xy);
vec4 vSpecular1 = texture(g_tSpecular1, PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1.zw);
vec4 vSpecular2 = texture(g_tSpecular2, PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3.xy);
vec4 vSpecular3 = texture(g_tSpecular3, PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3.zw);
vec3 H_9hcu15 = H_q3sb44 * vSpecular.xyz;
vec3 H_naakvz = H_ce1opy1 * vSpecular1.xyz;
vec3 H_qezh2d = H_9hcu15 + H_naakvz;
vec3 H_dx2101 = H_cy3lxl * vSpecular2.xyz;
vec3 H_aw2g5t1 = H_dx2101 + H_qezh2d;
vec3 H_jsi1kn1 = H_yruoot * vSpecular3.xyz;
vec3 H_s1w56n = H_aw2g5t1 + H_jsi1kn1;
float H_ekxfcg1 = H_s1w56n.x * g_flSpecularIntensity;
float H_ayr8ln = H_s1w56n.z * g_flSpecularBloom;
vec3 H_0kcqcx = vec3(H_ayr8ln);
vec3 H_8mjky01 = PS_INPUT_gl_vPositionWs_flLinearDepth.xyz - g_vCameraPositionWs;
vec3 H_i1nbjv1 = normalize(H_8mjky01);
vec3 H_t3ywhi1 = C_vec3p0d0p - H_i1nbjv1;
vec3 vReflect = reflect(H_t3ywhi1, vGeometricNormalWs);
float flSpecular = dot(g_vGlobalLightSpecularDir, vReflect);
float misc3a = clamp(flSpecular, C_0d0, C_1d0);
float flSpecular1 = pow(misc3a, g_flGlobalLightSpecularExp);
float flSpecular2 = H_ekxfcg1 * flSpecular1;
vec3 H_s6408y = vec3(flSpecular2);
vec3 flSpecularRGB = H_s6408y * g_vGlobalLightSpecularColor;
float misc3a1 = clamp(g_flGlobalLightSpecularIndependence, C_0d0, C_1d0);
vec3 H_gsyr871 = vec3(misc3a1);
float H_euv0u1 = C_1d0 - misc3a1;
vec3 H_0pogms1 = vec3(H_euv0u1);
vec3 H_p2p5k7 = H_0pogms1 * flSpecularRGB;
vec3 H_uk4ebi1 = H_9qw7i8 + H_p2p5k7;
vec3 H_j03jbn = C_vec3p0d0p - g_vGlobalLightDir;
float flNDotL = dot(H_j03jbn, vGeometricNormalWs);
float misc3a2 = clamp(flNDotL, C_0d0, C_1d0);
float product = PS_INPUT_gl_vPositionWs_flLinearDepth.x * g_matShadowWorldToTexture[0].x;
float product1 = PS_INPUT_gl_vPositionWs_flLinearDepth.y * g_matShadowWorldToTexture[1].x;
float dotProduct = product + product1;
float product2 = PS_INPUT_gl_vPositionWs_flLinearDepth.z * g_matShadowWorldToTexture[2].x;
float dotProduct1 = dotProduct + product2;
float dotProduct2 = dotProduct1 + g_matShadowWorldToTexture[3].x;
float product3 = PS_INPUT_gl_vPositionWs_flLinearDepth.x * g_matShadowWorldToTexture[0].y;
float product4 = PS_INPUT_gl_vPositionWs_flLinearDepth.y * g_matShadowWorldToTexture[1].y;
float dotProduct3 = product3 + product4;
float product5 = PS_INPUT_gl_vPositionWs_flLinearDepth.z * g_matShadowWorldToTexture[2].y;
float dotProduct4 = dotProduct3 + product5;
float dotProduct5 = dotProduct4 + g_matShadowWorldToTexture[3].y;
float product6 = PS_INPUT_gl_vPositionWs_flLinearDepth.x * g_matShadowWorldToTexture[0].z;
float product7 = PS_INPUT_gl_vPositionWs_flLinearDepth.y * g_matShadowWorldToTexture[1].z;
float dotProduct6 = product6 + product7;
float product8 = PS_INPUT_gl_vPositionWs_flLinearDepth.z * g_matShadowWorldToTexture[2].z;
float dotProduct7 = dotProduct6 + product8;
float dotProduct8 = dotProduct7 + g_matShadowWorldToTexture[3].z;
float product9 = PS_INPUT_gl_vPositionWs_flLinearDepth.x * g_matShadowWorldToTexture[0].w;
float producta = PS_INPUT_gl_vPositionWs_flLinearDepth.y * g_matShadowWorldToTexture[1].w;
float dotProduct9 = product9 + producta;
float productb = PS_INPUT_gl_vPositionWs_flLinearDepth.z * g_matShadowWorldToTexture[2].w;
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 param = C_0d0 - H_qdsg5k1.z;
float misc3a3 = clamp(param, 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_9wp3wi = vec3(H_ep5c3j1.x, H_ep5c3j1.y, misc3a3);
float H_0g0t4m = textureLod(g_tShadowDepthTexture, H_9wp3wi, C_0d0);
vec2 H_pv0in9 = vec2(H_60ojyb, g_vInvShadowDepthTextureSize.x);
vec2 H_he48ts = H_pv0in9 + H_qdsg5k1.xy;
vec3 H_xqo08s = vec3(H_he48ts.x, H_he48ts.y, misc3a3);
float H_84s32o1 = textureLod(g_tShadowDepthTexture, H_xqo08s, C_0d0);
vec2 H_t32u4i1 = vec2(g_vInvShadowDepthTextureSize.x, H_60ojyb);
vec2 H_3zubtq = H_qdsg5k1.xy + H_t32u4i1;
vec3 H_9dn9rt = vec3(H_3zubtq.x, H_3zubtq.y, misc3a3);
float H_31oqtf = textureLod(g_tShadowDepthTexture, H_9dn9rt, C_0d0);
vec2 H_r37y1w = H_qdsg5k1.xy + H_t5te6f;
vec3 H_lmqiwp = vec3(H_r37y1w.x, H_r37y1w.y, misc3a3);
float H_vra2tr1 = textureLod(g_tShadowDepthTexture, H_lmqiwp, C_0d0);
vec4 H_wpg1wt = vec4(H_0g0t4m, H_84s32o1, H_31oqtf, H_vra2tr1);
float flSum = dot(H_wpg1wt, C_wt9i7t);
vec2 H_e9rh661 = vec2(g_vInvShadowDepthTextureSize.x, C_0d0);
vec2 H_85dk7x = H_e9rh661 + H_qdsg5k1.xy;
vec3 H_92ty2n1 = vec3(H_85dk7x.x, H_85dk7x.y, misc3a3);
float H_ykg8mj = textureLod(g_tShadowDepthTexture, H_92ty2n1, C_0d0);
vec2 H_na4vhz = vec2(H_60ojyb, C_0d0);
vec2 H_iybrli = H_na4vhz + H_qdsg5k1.xy;
vec3 H_5zw29j1 = vec3(H_iybrli.x, H_iybrli.y, misc3a3);
float H_1h6v5 = textureLod(g_tShadowDepthTexture, H_5zw29j1, C_0d0);
vec2 H_23b4ob1 = C_a1z03r;
H_23b4ob1.y = H_60ojyb;
vec2 H_wcm3cs = H_23b4ob1 + H_qdsg5k1.xy;
vec3 H_9lo6gr = vec3(H_wcm3cs.x, H_wcm3cs.y, misc3a3);
float H_gabb6n = textureLod(g_tShadowDepthTexture, H_9lo6gr, C_0d0);
vec2 H_23b4ob1r = C_a1z03r;
H_23b4ob1r.y = g_vInvShadowDepthTextureSize.x;
vec2 H_omz8p81 = H_23b4ob1r + H_qdsg5k1.xy;
vec3 H_9tojib1 = vec3(H_omz8p81.x, H_omz8p81.y, misc3a3);
float H_f5t68b1 = textureLod(g_tShadowDepthTexture, H_9tojib1, C_0d0);
vec4 H_c211vj1 = vec4(H_ykg8mj, H_1h6v5, H_gabb6n, H_f5t68b1);
float flSum1 = dot(H_c211vj1, C_a1xzaw1);
float flSum2 = flSum + flSum1;
vec3 H_joe8tq = vec3(H_qdsg5k1.x, H_qdsg5k1.y, misc3a3);
float flSum3 = textureLod(g_tShadowDepthTexture, H_joe8tq, C_0d0);
float H_xchcee1 = flSum3 * C_0d205993;
float flSum4 = H_xchcee1 + flSum2;
vec3 H_k9xsqt1 = vec3(flSum4);
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_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 flLuminance = dot(vDirectionalAmbientColor, C_kfumqy1);
vec3 H_t1lelu1 = vec3(flLuminance);
float flLuminance1 = dot(vShadowAmbientColor1, C_kfumqy1);
vec3 H_chpant1 = vec3(flLuminance1);
vec3 vDirectionalAmbientColor1 = mix(vDirectionalAmbientColor, H_t1lelu1, H_0kcqcx);
vec3 vShadowAmbientColor2 = mix(vShadowAmbientColor1, H_chpant1, H_0kcqcx);
float H_2qbza9 = flSum4 * misc3a2;
float H_hdj5p31 = H_2qbza9 * flDirectOcclusionFactor1;
vec3 H_p4hsts = vec3(H_hdj5p31);
vec3 vDirectLight = H_p4hsts * g_vGlobalLightColor;
float vDirectionalAmbientLight = dot(g_vGlobalLightAmbientDir, vGeometricNormalWs);
float misc3a4 = clamp(vDirectionalAmbientLight, C_0d0, C_1d0);
float H_ltwxfe = flDirectionalAmbientShadow * misc3a4;
float H_i440gr1 = H_ltwxfe * flIndirectOcclusionFactor;
vec3 H_9ndjlc = vec3(H_i440gr1);
vec3 vDirectionalAmbientLight1 = H_9ndjlc * vDirectionalAmbientColor1;
float H_5tfloa = C_1d0 - H_2qbza9;
float H_fbszkj1 = H_5tfloa * flIndirectOcclusionFactor;
vec3 H_dfnb911 = vec3(H_fbszkj1);
vec3 vShadowAmbientLight = H_dfnb911 * vShadowAmbientColor2;
vec3 H_8w78gv1 = vDirectLight + vDirectionalAmbientLight1;
vec3 vLighting = H_8w78gv1 + vShadowAmbientLight;
vec3 H_9k2c7s1 = H_uk4ebi1 * vLighting;
vec3 H_bcfwoi = vec3(g_flGlobalLightSpecularScale);
vec3 H_knhpna = H_bcfwoi * flSpecularRGB;
vec3 H_m3o57h = H_gsyr871 * H_knhpna;
vec3 H_9xzwmj1 = H_k9xsqt1 * H_m3o57h;
vec3 H_y7hbac = H_9k2c7s1 + H_9xzwmj1;
vec4 H_rwwpo7 = C_xx1m2m1;
H_rwwpo7.xyz = H_y7hbac.xyz;
PS_OUTPUT_gl_vDiffuse = H_rwwpo7;
PS_OUTPUT_gl_flDepth = PS_INPUT_gl_vPositionWs_flLinearDepth.wwww;
}