glsl[8] glsl-7c454eb4a49881812b55b3f659544149
//ATTRIBMAP-00-30-50-51-52-53-20-10-5D-xx
#version 330 core
// LunarGOO output
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
struct VS_INPUT {
vec3 member0;
vec4 member1;
vec2 member2;
vec3 member3;
vec3 member4;
vec3 member5;
ivec4 member6;
vec4 member7;
vec2 member8;
};
layout(std140, binding = 13 ) 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=12) uniform TransformConstantBuffer_t {
vec4 g_flTransformData[1024];
} ;
layout(std140, binding = 14 ) 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 = 15 ) uniform _Globals_ {
float g_flTexCoordScale0;
float g_flTexCoordScale1;
float g_flTexCoordScale2;
float g_flTexCoordRotate0;
float g_flTexCoordRotate1;
float g_flTexCoordRotate2;
vec2 g_vTexCoordScroll0;
vec2 g_vTexCoordScroll1;
vec2 g_vTexCoordScroll2;
vec2 g_vTexCoordOffset0;
vec2 g_vTexCoordOffset1;
vec2 g_vTexCoordOffset2;
float g_flTexCoordScale3;
float g_flTexCoordRotate3;
vec2 g_vTexCoordScroll3;
vec2 g_vTexCoordOffset3;
} ;
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;
layout(location=0) in vec3 VS_INPUT_gl_vPositionOs;
layout(location=1) in vec4 VS_INPUT_gl_vNormalOs;
layout(location=2) in vec2 VS_INPUT_gl_vTexCoord;
layout(location=3) in vec3 VS_INPUT_gl_vColorBlendValues;
layout(location=4) in vec3 VS_INPUT_gl_vAlphaBlendValues;
layout(location=5) in vec3 VS_INPUT_gl_vBlendColorTint;
layout(location=6) in uvec4 VS_INPUT_gl_vBlendIndices;
layout(location=7) in vec4 VS_INPUT_gl_vBlendWeight;
layout(location=8) in vec2 VS_INPUT_gl_vTransformTextureUV;
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[1];
} ;
layout(location=0) out vec4 PS_INPUT_gl_vPositionWs_flLinearDepth;
layout(location=1) out vec4 PS_INPUT_gl_vNormalWs_flSpecularAmount;
layout(location=2) out vec4 PS_INPUT_gl_vVertexColor;
layout(location=3) out vec4 PS_INPUT_gl_vColorBlendValues_BlendY;
layout(location=4) out vec4 PS_INPUT_gl_vAlphaBlendValues_BlendZ;
layout(location=5) out vec4 PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1;
layout(location=6) out vec4 PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3;
const float C_0d0 = 0.0;
const float C_4d0 = 4.0;
const int C_8 = 8;
const int C_2 = 2;
const int C_1 = 1;
const vec4 C_vec4p255d0p = vec4(255.0);
const vec4 C_avvsno = vec4(-128.0);
const vec4 C_vec4p0d0p = vec4(0.0);
const vec4 C_vec4pa64d0p = vec4(-64.0);
const vec4 C_vec4p63d0p = vec4(63.0);
const vec4 C_vec4p2d0p = vec4(2.0);
const vec4 C_vec4p1d0p = vec4(1.0);
const float C_1d0 = 1.0;
const float C_2d0 = 2.0;
const vec3 C_vec3p0d0p = vec3(0.0);
const float C_16d0 = 16.0;
const float C_0d0174533 = 0.0174533;
const vec2 C_vec2pa0d5p = vec2(-0.5);
const vec2 C_vec2p0d5p = vec2(0.5);
const int C_3 = 3;
const vec3 C_vec3p0d5p = vec3(0.5);
const float C_0d0001 = 0.0001;
const vec3 C_vec3p12d92p = vec3(12.92);
const vec3 C_vec3p1d055p = vec3(1.055);
const vec3 C_bw96as = vec3(0.0521327);
const vec3 C_vec3p2d4p = vec3(2.4);
const float C_0d04045 = 0.04045;
void main()
{
VS_INPUT param;
VS_INPUT param1;
VS_INPUT param2;
VS_INPUT param3;
VS_INPUT mainIn;
mainIn.member0 = VS_INPUT_gl_vPositionOs;
mainIn.member1 = VS_INPUT_gl_vNormalOs;
mainIn.member2 = VS_INPUT_gl_vTexCoord;
mainIn.member3 = VS_INPUT_gl_vColorBlendValues;
mainIn.member4 = VS_INPUT_gl_vAlphaBlendValues;
mainIn.member5 = VS_INPUT_gl_vBlendColorTint;
mainIn.member6 = ivec4(VS_INPUT_gl_vBlendIndices);
mainIn.member7 = VS_INPUT_gl_vBlendWeight;
mainIn.member8 = VS_INPUT_gl_vTransformTextureUV;
gl_ClipDistance[0] = C_0d0;
float H_pndx271 = mainIn.member8.x * C_4d0;
int H_88wamd1 = int(H_pndx271);
int nStartOffset = H_88wamd1 + C_8;
int H_dyuay01 = mainIn.member6.x << C_2;
int nBoneOffset = H_dyuay01 + nStartOffset;
int H_pyp8oq = C_2 + nBoneOffset;
int H_48cnfx = nBoneOffset + C_1;
vec4 vMatObjectToWorldRow = g_flTransformData[H_pyp8oq] * mainIn.member7.xxxx;
vec4 vMatObjectToWorldRow1 = g_flTransformData[H_48cnfx] * mainIn.member7.xxxx;
vec4 vMatObjectToWorldRow2 = g_flTransformData[nBoneOffset] * mainIn.member7.xxxx;
int H_k17dbq1 = mainIn.member6.y << C_2;
int nBoneOffset1 = H_k17dbq1 + nStartOffset;
vec4 H_6os2wm1 = vec4(mainIn.member7.y);
vec4 H_havbg11 = H_6os2wm1 * g_flTransformData[nBoneOffset1];
vec4 vMatObjectToWorldRow3 = H_havbg11 + vMatObjectToWorldRow2;
int H_fxgtrj1 = C_1 + nBoneOffset1;
vec4 H_u3sltz = H_6os2wm1 * g_flTransformData[H_fxgtrj1];
vec4 vMatObjectToWorldRow4 = H_u3sltz + vMatObjectToWorldRow1;
int H_cdyvg51 = C_2 + nBoneOffset1;
vec4 H_byxe97 = H_6os2wm1 * g_flTransformData[H_cdyvg51];
vec4 vMatObjectToWorldRow5 = H_byxe97 + vMatObjectToWorldRow;
int H_3qijz4 = mainIn.member6.z << C_2;
int nBoneOffset2 = H_3qijz4 + nStartOffset;
vec4 H_1x1qzx1 = vec4(mainIn.member7.z);
vec4 H_r3ik9p = H_1x1qzx1 * g_flTransformData[nBoneOffset2];
vec4 vMatObjectToWorldRow6 = H_r3ik9p + vMatObjectToWorldRow3;
int H_em2t1k1 = C_1 + nBoneOffset2;
vec4 H_c6fyas1 = H_1x1qzx1 * g_flTransformData[H_em2t1k1];
vec4 vMatObjectToWorldRow7 = H_c6fyas1 + vMatObjectToWorldRow4;
int H_9grua61 = C_2 + nBoneOffset2;
vec4 H_q5iz7c1 = H_1x1qzx1 * g_flTransformData[H_9grua61];
vec4 vMatObjectToWorldRow8 = H_q5iz7c1 + vMatObjectToWorldRow5;
float H_x1nyvn1 = C_4d0 * mainIn.member8.x;
int H_ft0olk1 = int(H_x1nyvn1);
vec4 param4 = mainIn.member1 * C_vec4p255d0p;
vec4 H_0b9r05 = param4 + C_avvsno;
bvec4 H_h0z8wj1 = lessThan(H_0b9r05, C_vec4p0d0p);
vec4 ztztSignBits = vec4(H_h0z8wj1);
vec4 xyxyAbs = abs(H_0b9r05);
vec4 xyxyAbs1 = xyxyAbs - ztztSignBits;
vec4 H_0msvjm1 = xyxyAbs1 + C_vec4pa64d0p;
bvec4 H_xidabx = lessThan(H_0msvjm1, C_vec4p0d0p);
vec4 xyxySignBits = vec4(H_xidabx);
vec4 normTan = abs(H_0msvjm1);
vec4 H_if834f1 = normTan - xyxySignBits;
vec4 normTan1 = H_if834f1 / C_vec4p63d0p;
vec4 H_s1685x1 = xyxySignBits * C_vec4p2d0p;
vec4 xyxySigns = C_vec4p1d0p - H_s1685x1;
float H_lk9i08 = C_1d0 - normTan1.x;
float H_dvpao91 = H_lk9i08 - normTan1.y;
vec3 H_7olu74 = vec3(normTan1.x, normTan1.y, H_dvpao91);
vec3 o_vNormalOs = normalize(H_7olu74);
vec2 H_g1gr9q = o_vNormalOs.xy * xyxySigns.xy;
float _L = ztztSignBits.x * C_2d0;
float H_46brk31 = C_1d0 - _L;
float H_8dugyy = H_46brk31 * o_vNormalOs.z;
vec4 H_crrejn = vec4(H_g1gr9q.x, H_g1gr9q.y, H_8dugyy, C_0d0);
float dotres = dot(H_crrejn, vMatObjectToWorldRow6);
float dotres1 = dot(H_crrejn, vMatObjectToWorldRow7);
float dotres2 = dot(H_crrejn, vMatObjectToWorldRow8);
vec3 H_3cij4j1 = vec3(dotres, dotres1, dotres2);
vec3 vNormalWs = normalize(H_3cij4j1);
vec3 H_v7ochq = g_flTransformData[H_ft0olk1].zzz * mainIn.member0;
vec4 H_tiuc82 = vec4(H_v7ochq.x, H_v7ochq.y, H_v7ochq.z, C_1d0);
float dotres3 = dot(H_tiuc82, vMatObjectToWorldRow6);
float dotres4 = dot(H_tiuc82, vMatObjectToWorldRow7);
float dotres5 = dot(H_tiuc82, vMatObjectToWorldRow8);
vec3 H_25kyhb = vec3(dotres3, dotres4, dotres5);
vec3 H_uktff21 = H_25kyhb - g_vCameraPositionWs;
float H_tuff051 = dot(g_vCameraDirWs, H_uktff21);
vec4 H_l3q6cr1 = vec4(dotres3, dotres4, dotres5, H_tuff051);
vec3 H_dgzhuw1 = normalize(H_uktff21);
vec3 H_qf9c0z = C_vec3p0d0p - H_dgzhuw1;
vec3 vReflectedLightDirWs = reflect(g_vGlobalLightDir, vNormalWs);
float param5 = dot(H_qf9c0z, vReflectedLightDirWs);
float misc3a = clamp(param5, C_0d0, C_1d0);
float param6 = pow(misc3a, C_16d0);
float misc3a1 = clamp(param6, C_0d0, C_1d0);
vec4 H_tewgcl1 = vec4(vNormalWs.x, vNormalWs.y, vNormalWs.z, misc3a1);
vec4 H_ywfxcw = vec4(dotres3, dotres4, dotres5, C_1d0);
vec4 H_attytl1 = H_ywfxcw + g_vWorldToCameraOffset;
float dotres6 = dot(H_attytl1, g_matWorldToProjection[0]);
float dotres7 = dot(H_attytl1, g_matWorldToProjection[1]);
float dotres8 = dot(H_attytl1, g_matWorldToProjection[2]);
float dotres9 = dot(H_attytl1, g_matWorldToProjection[3]);
float param7 = g_flTexCoordRotate0 * C_0d0174533;
vec2 H_6yh3dc1 = vec2(g_flTexCoordScale0);
vec2 vAdjust = mainIn.member2 + C_vec2pa0d5p;
float H_h51tpe = cos(param7);
float H_s39xd6 = sin(param7);
float H_sr0ps9 = H_h51tpe * vAdjust.x;
float H_bf348r1 = H_s39xd6 * vAdjust.y;
float H_pzlxtq = H_sr0ps9 - H_bf348r1;
float H_cqh4yq1 = H_s39xd6 * vAdjust.x;
float H_rgmo2a = H_h51tpe * vAdjust.y;
float H_npcip11 = H_cqh4yq1 + H_rgmo2a;
vec2 H_l2rbw31 = vec2(H_pzlxtq, H_npcip11);
vec2 H_qjgu64 = H_6yh3dc1 * H_l2rbw31;
vec2 H_bmxjdj = H_qjgu64 + C_vec2p0d5p;
vec2 H_ts6vqy1 = vec2(g_flTime);
vec2 H_plg0l4 = H_ts6vqy1 * g_vTexCoordScroll0;
vec2 H_ehevq61 = H_bmxjdj + H_plg0l4;
vec2 H_k0mgzt1 = H_ehevq61 + g_vTexCoordOffset0;
float param8 = C_0d0174533 * g_flTexCoordRotate1;
vec2 H_z234mk = vec2(g_flTexCoordScale1);
float H_u12bpe = cos(param8);
float H_3r2tgh = sin(param8);
float H_selmjv1 = H_u12bpe * vAdjust.x;
float H_qa2e8o = H_3r2tgh * vAdjust.y;
float H_8um3fb1 = H_selmjv1 - H_qa2e8o;
float H_pzndio = H_3r2tgh * vAdjust.x;
float H_r37mtv1 = H_u12bpe * vAdjust.y;
float H_y64goy = H_pzndio + H_r37mtv1;
vec2 H_aypb481 = vec2(H_8um3fb1, H_y64goy);
vec2 H_12uxvn1 = H_aypb481 * H_z234mk;
vec2 H_v96cgy = C_vec2p0d5p + H_12uxvn1;
vec2 H_qwu0b4 = H_ts6vqy1 * g_vTexCoordScroll1;
vec2 H_lhluo91 = H_qwu0b4 + H_v96cgy;
vec2 H_h3jz3a1 = H_lhluo91 + g_vTexCoordOffset1;
vec4 H_ctngfs = vec4(H_k0mgzt1.x, H_k0mgzt1.y, H_h3jz3a1.x, H_h3jz3a1.y);
float param9 = C_0d0174533 * g_flTexCoordRotate2;
vec2 H_86eb9b1 = vec2(g_flTexCoordScale2);
float H_vk7mp4 = cos(param9);
float H_utc7p9 = sin(param9);
float H_6ho1ep = H_vk7mp4 * vAdjust.x;
float H_yaht2o1 = H_utc7p9 * vAdjust.y;
float H_7vtr91 = H_6ho1ep - H_yaht2o1;
float H_xz2tco1 = H_utc7p9 * vAdjust.x;
float H_56a1op = H_vk7mp4 * vAdjust.y;
float H_h4kk7r1 = H_56a1op + H_xz2tco1;
vec2 H_fan9hf1 = vec2(H_7vtr91, H_h4kk7r1);
vec2 H_lxp2mj1 = H_86eb9b1 * H_fan9hf1;
vec2 H_i8j3z61 = C_vec2p0d5p + H_lxp2mj1;
vec2 H_r79114 = H_ts6vqy1 * g_vTexCoordScroll2;
vec2 H_tg3mly = H_i8j3z61 + H_r79114;
vec2 H_ok4mp9 = H_tg3mly + g_vTexCoordOffset2;
float parama = C_0d0174533 * g_flTexCoordRotate3;
vec2 H_17rqgn1 = vec2(g_flTexCoordScale3);
float H_nkortd = cos(parama);
float H_2m0u8i1 = sin(parama);
float H_jw1nla = H_nkortd * vAdjust.x;
float H_incb6y = H_2m0u8i1 * vAdjust.y;
float H_2jai1r = H_jw1nla - H_incb6y;
float H_hcyagy = H_2m0u8i1 * vAdjust.x;
float H_k7gnba = H_nkortd * vAdjust.y;
float H_l1ilcq = H_hcyagy + H_k7gnba;
vec2 H_vlvc5t = vec2(H_2jai1r, H_l1ilcq);
vec2 H_ir3tnq1 = H_17rqgn1 * H_vlvc5t;
vec2 H_uq4fmn1 = C_vec2p0d5p + H_ir3tnq1;
vec2 H_sin1r3 = H_ts6vqy1 * g_vTexCoordScroll3;
vec2 H_6gi4ag1 = H_sin1r3 + H_uq4fmn1;
vec2 H_mljbyo = H_6gi4ag1 + g_vTexCoordOffset3;
vec4 H_4ku6k01 = vec4(H_ok4mp9.x, H_ok4mp9.y, H_mljbyo.x, H_mljbyo.y);
float H_x1nyvn1r = C_4d0 * mainIn.member8.x;
int H_54w96n1 = int(H_x1nyvn1r);
int H_qixk52 = H_54w96n1 + C_3;
vec3 H_nxu4q01 = mainIn.member4 * C_vec3p0d5p;
vec3 H_953cgn = max(H_nxu4q01, C_0d0001);
vec3 vLinearSegment = mainIn.member5 / C_vec3p12d92p;
vec3 H_po1zof = mainIn.member5 / C_vec3p1d055p;
vec3 H_c4xiez = H_po1zof + C_bw96as;
vec3 vExpSegment = pow(H_c4xiez, C_vec3p2d4p);
bool H_dl0t981 = mainIn.member5.x > C_0d04045;
float select = H_dl0t981 ? vExpSegment.x : vLinearSegment.x;
bool H_it9lyu1 = mainIn.member5.y > C_0d04045;
float select1 = H_it9lyu1 ? vExpSegment.y : vLinearSegment.y;
bool H_vsrgyl1 = mainIn.member5.z > C_0d04045;
float select2 = H_vsrgyl1 ? vExpSegment.z : vLinearSegment.z;
vec3 H_g5tqsp = vec3(select, select1, select2);
vec3 H_sbdxw2 = H_g5tqsp * g_flTransformData[H_qixk52].xyz;
vec4 H_cop758 = g_flTransformData[H_qixk52];
H_cop758.xyz = H_sbdxw2.xyz;
vec4 H_simyxt = vec4(mainIn.member3.x, mainIn.member3.y, mainIn.member3.z, C_0d0);
vec4 H_bhujso = vec4(H_953cgn.x, H_953cgn.y, H_953cgn.z, C_0d0);
PS_INPUT_gl_vPositionWs_flLinearDepth = H_l3q6cr1;
PS_INPUT_gl_vNormalWs_flSpecularAmount = H_tewgcl1;
PS_INPUT_gl_vVertexColor = H_cop758;
PS_INPUT_gl_vColorBlendValues_BlendY = H_simyxt;
PS_INPUT_gl_vAlphaBlendValues_BlendZ = H_bhujso;
PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1 = H_ctngfs;
PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3 = H_4ku6k01;
float H_q212zt1 = C_0d0 - dotres7;
float H_8665611 = C_2d0 * dotres8;
float H_wyecv81 = H_8665611 - dotres9;
vec4 H_dbr10s1 = vec4(dotres6, H_q212zt1, H_wyecv81, dotres9);
gl_Position = H_dbr10s1;
}