glsl[29] glsl-dd4fb4f3de1c981bd2c76c8c3ae50562
//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;
};
struct PS_INPUT {
	vec4 member0;
	vec4 member1;
	vec4 member2;
	vec4 member3;
	vec4 member4;
	vec4 member5;
	vec4 member6;
	vec4 member7;
	float member8;
};
layout(std140, binding = 12 ) 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( binding = 18 ) uniform sampler2D g_tTransformTexture;
layout(std140, binding = 13 ) 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;
} ;
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 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_2d0 = 2.0;
const float C_4d0 = 4.0;
const float C_0d5 = 0.5;
const ivec2 C_ivec2p2ca0p = ivec2(2, 0);
const ivec2 C_ivec2p1ca0p = ivec2(1, 0);
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_0d0174533 = 0.0174533;
const vec2 C_vec2pa0d5p = vec2(-0.5);
const vec2 C_vec2p0d5p = vec2(0.5);
const ivec2 C_ivec2p3ca0p = ivec2(3, 0);
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;
	PS_INPUT o;
	VS_INPUT param1;
	VS_INPUT param2;
	VS_INPUT param3;
	PS_INPUT mainOut;
	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_8c0ryw = float(mainIn.member6.x);
	float H_y9ufns1 = H_8c0ryw + C_2d0;
	float H_luu15w1 = H_y9ufns1 * C_4d0;
	float H_sap20f = H_luu15w1 + C_0d5;
	float H_19fjcn = H_sap20f * g_vInvGBufferSize.z;
	vec2 H_4zkx3s = vec2(H_19fjcn, C_0d0);
	vec2 vBlendTransform0UV = H_4zkx3s + mainIn.member8;
	float flWrapLines = floor(vBlendTransform0UV.x);
	float H_7mdp57 = vBlendTransform0UV.x - flWrapLines;
	float H_wgm8gx = flWrapLines * g_vInvGBufferSize.w;
	float H_06afd41 = H_wgm8gx + vBlendTransform0UV.y;
	vec2 H_crnj9e1 = vec2(H_7mdp57, H_06afd41);
	vec4 vMatObjectToWorldRow = textureLodOffset(g_tTransformTexture, H_crnj9e1, C_0d0, C_ivec2p2ca0p);
	vec4 vMatObjectToWorldRow1 = textureLodOffset(g_tTransformTexture, H_crnj9e1, C_0d0, C_ivec2p1ca0p);
	vec4 vMatObjectToWorldRow2 = textureLod(g_tTransformTexture, H_crnj9e1, C_0d0);
	vec4 vMatObjectToWorldRow3 = mainIn.member7.xxxx * vMatObjectToWorldRow;
	vec4 vMatObjectToWorldRow4 = mainIn.member7.xxxx * vMatObjectToWorldRow1;
	vec4 vMatObjectToWorldRow5 = mainIn.member7.xxxx * vMatObjectToWorldRow2;
	float H_hdyxr = float(mainIn.member6.y);
	float H_k8vvld = C_2d0 + H_hdyxr;
	float H_3ah8vn = C_4d0 * H_k8vvld;
	float H_c28j2r = C_0d5 + H_3ah8vn;
	float H_6rwruk1 = H_c28j2r * g_vInvGBufferSize.z;
	vec2 H_vdpaii = vec2(H_6rwruk1, C_0d0);
	vec2 vBlendTransform0UV1 = H_vdpaii + mainIn.member8;
	float flWrapLines1 = floor(vBlendTransform0UV1.x);
	float H_lbkazl1 = vBlendTransform0UV1.x - flWrapLines1;
	float H_bgf3c8 = flWrapLines1 * g_vInvGBufferSize.w;
	float H_yyulap1 = H_bgf3c8 + vBlendTransform0UV1.y;
	vec2 H_sg29b2 = vec2(H_lbkazl1, H_yyulap1);
	vec4 H_6os2wm1 = vec4(mainIn.member7.y);
	vec4 vMatObjectToWorldRow6 = textureLod(g_tTransformTexture, H_sg29b2, C_0d0);
	vec4 H_73sqma1 = H_6os2wm1 * vMatObjectToWorldRow6;
	vec4 vMatObjectToWorldRow7 = H_73sqma1 + vMatObjectToWorldRow5;
	vec4 vTmp = textureLodOffset(g_tTransformTexture, H_sg29b2, C_0d0, C_ivec2p1ca0p);
	vec4 vTmp1 = textureLodOffset(g_tTransformTexture, H_sg29b2, C_0d0, C_ivec2p2ca0p);
	vec4 H_aqto4q1 = H_6os2wm1 * vTmp;
	vec4 vMatObjectToWorldRow8 = H_aqto4q1 + vMatObjectToWorldRow4;
	vec4 H_hm659e = H_6os2wm1 * vTmp1;
	vec4 vMatObjectToWorldRow9 = H_hm659e + vMatObjectToWorldRow3;
	float H_ui9lf7 = float(mainIn.member6.z);
	float H_rkelrt1 = C_2d0 + H_ui9lf7;
	float H_jgeugk = C_4d0 * H_rkelrt1;
	float H_veob4k = C_0d5 + H_jgeugk;
	float H_kqwzne1 = H_veob4k * g_vInvGBufferSize.z;
	vec2 H_gifux51 = vec2(H_kqwzne1, C_0d0);
	vec2 vBlendTransform0UV2 = H_gifux51 + mainIn.member8;
	float flWrapLines2 = floor(vBlendTransform0UV2.x);
	float H_r37z221 = vBlendTransform0UV2.x - flWrapLines2;
	float H_qwcewg1 = flWrapLines2 * g_vInvGBufferSize.w;
	float H_hlw5r6 = H_qwcewg1 + vBlendTransform0UV2.y;
	vec2 H_lcamv11 = vec2(H_r37z221, H_hlw5r6);
	vec4 H_1x1qzx1 = vec4(mainIn.member7.z);
	vec4 vMatObjectToWorldRowa = textureLod(g_tTransformTexture, H_lcamv11, C_0d0);
	vec4 H_rr6v3n = H_1x1qzx1 * vMatObjectToWorldRowa;
	vec4 vMatObjectToWorldRowb = H_rr6v3n + vMatObjectToWorldRow7;
	vec4 vTmp2 = textureLodOffset(g_tTransformTexture, H_lcamv11, C_0d0, C_ivec2p1ca0p);
	vec4 vTmp3 = textureLodOffset(g_tTransformTexture, H_lcamv11, C_0d0, C_ivec2p2ca0p);
	vec4 H_lcuwkt = H_1x1qzx1 * vTmp2;
	vec4 vMatObjectToWorldRowc = H_lcuwkt + vMatObjectToWorldRow8;
	vec4 H_mn8xat = H_1x1qzx1 * vTmp3;
	vec4 vMatObjectToWorldRowd = H_mn8xat + vMatObjectToWorldRow9;
	float H_37p1j8 = float(mainIn.member6.w);
	float H_g6y48r1 = C_2d0 + H_37p1j8;
	float H_lvbz9g1 = C_4d0 * H_g6y48r1;
	float H_9qbwve = C_0d5 + H_lvbz9g1;
	float H_94v8ix1 = H_9qbwve * g_vInvGBufferSize.z;
	vec2 H_eqllb01 = vec2(H_94v8ix1, C_0d0);
	vec2 vBlendTransform0UV3 = H_eqllb01 + mainIn.member8;
	float flWrapLines3 = floor(vBlendTransform0UV3.x);
	float H_xbxo31 = vBlendTransform0UV3.x - flWrapLines3;
	float H_tfipym = flWrapLines3 * g_vInvGBufferSize.w;
	float H_y97vdi1 = H_tfipym + vBlendTransform0UV3.y;
	vec2 H_6iy5tc = vec2(H_xbxo31, H_y97vdi1);
	vec4 H_4gwuzn1 = vec4(mainIn.member7.w);
	vec4 vMatObjectToWorldRowe = textureLod(g_tTransformTexture, H_6iy5tc, C_0d0);
	vec4 H_716i9k = H_4gwuzn1 * vMatObjectToWorldRowe;
	vec4 vMatObjectToWorldRowf = H_716i9k + vMatObjectToWorldRowb;
	vec4 vTmp4 = textureLodOffset(g_tTransformTexture, H_6iy5tc, C_0d0, C_ivec2p1ca0p);
	vec4 vTmp5 = textureLodOffset(g_tTransformTexture, H_6iy5tc, C_0d0, C_ivec2p2ca0p);
	vec4 H_ra4jip1 = H_4gwuzn1 * vTmp4;
	vec4 vMatObjectToWorldRowg = H_ra4jip1 + vMatObjectToWorldRowc;
	vec4 H_slij8p1 = H_4gwuzn1 * vTmp5;
	vec4 vMatObjectToWorldRowh = H_slij8p1 + vMatObjectToWorldRowd;
	vec4 vAnimationControlWord = textureLod(g_tTransformTexture, mainIn.member8, C_0d0);
	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 = C_2d0 * ztztSignBits.x;
	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, vMatObjectToWorldRowf);
	float dotres1 = dot(H_crrejn, vMatObjectToWorldRowg);
	float dotres2 = dot(H_crrejn, vMatObjectToWorldRowh);
	vec3 H_3cij4j1 = vec3(dotres, dotres1, dotres2);
	vec3 vNormalWs = normalize(H_3cij4j1);
	vec4 H_pj8mqi1;
	H_pj8mqi1.xyz = vNormalWs.xyz;
	o.member1 = H_pj8mqi1;
	vec3 H_0x1xqo1 = mainIn.member0 * vAnimationControlWord.zzz;
	vec4 H_beo7ex = vec4(H_0x1xqo1.x, H_0x1xqo1.y, H_0x1xqo1.z, C_1d0);
	float dotres3 = dot(H_beo7ex, vMatObjectToWorldRowf);
	float dotres4 = dot(H_beo7ex, vMatObjectToWorldRowg);
	float dotres5 = dot(H_beo7ex, vMatObjectToWorldRowh);
	vec3 H_25kyhb = vec3(dotres3, dotres4, dotres5);
	vec4 Lg_1;
	Lg_1.xyz = vec3(dotres3, dotres4, dotres5);
	o.member0 = Lg_1;
	vec3 H_uktff21 = H_25kyhb - g_vCameraPositionWs;
	float H_tuff051 = dot(g_vCameraDirWs, H_uktff21);
	vec4 H_l3q6cr1 = vec4(dotres3, dotres4, dotres5, H_tuff051);
	o.member0 = H_l3q6cr1;
	vec4 H_ywfxcw = vec4(dotres3, dotres4, dotres5, C_1d0);
	float H_yzs5al1 = dot(H_ywfxcw, g_vClipPlane0);
	o.member8 = H_yzs5al1;
	vec4 H_i8jodt1 = vec4(vNormalWs.x, vNormalWs.y, vNormalWs.z, C_0d0);
	o.member1 = H_i8jodt1;
	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]);
	vec4 H_8t1tx71 = vec4(dotres6, dotres7, dotres8, dotres9);
	o.member7 = H_8t1tx71;
	float param5 = g_flTexCoordRotate0 * C_0d0174533;
	vec2 H_6yh3dc1 = vec2(g_flTexCoordScale0);
	vec2 vAdjust = mainIn.member2 + C_vec2pa0d5p;
	float H_j0fawa1 = cos(param5);
	float H_i9kvvf1 = sin(param5);
	float H_ve5kcf1 = H_j0fawa1 * vAdjust.x;
	float H_wxa78a1 = H_i9kvvf1 * vAdjust.y;
	float H_04r3jz = H_ve5kcf1 - H_wxa78a1;
	float H_vmw6ia1 = H_i9kvvf1 * vAdjust.x;
	float H_wpjk2f1 = H_j0fawa1 * vAdjust.y;
	float H_ge18n4 = H_vmw6ia1 + H_wpjk2f1;
	vec2 H_2piom = vec2(H_04r3jz, H_ge18n4);
	vec2 H_gdlpzd1 = H_2piom * H_6yh3dc1;
	vec2 H_6kvje = H_gdlpzd1 + C_vec2p0d5p;
	vec2 H_ts6vqy1 = vec2(g_flTime);
	vec2 H_plg0l4 = H_ts6vqy1 * g_vTexCoordScroll0;
	vec2 H_ztafwd = H_6kvje + H_plg0l4;
	vec2 H_qjgmif = H_ztafwd + g_vTexCoordOffset0;
	vec4 H_9ftzl71 = o.member5;
	H_9ftzl71.xy = H_qjgmif.xy;
	o.member5 = H_9ftzl71;
	float param6 = C_0d0174533 * g_flTexCoordRotate1;
	vec2 H_z234mk = vec2(g_flTexCoordScale1);
	float H_sby0eb = cos(param6);
	float H_hxbpp9 = sin(param6);
	float H_a8v13g = H_sby0eb * vAdjust.x;
	float H_3pfwuv = H_hxbpp9 * vAdjust.y;
	float H_1e5uc91 = H_a8v13g - H_3pfwuv;
	float H_40uwkv = H_hxbpp9 * vAdjust.x;
	float H_9xg1dg = H_sby0eb * vAdjust.y;
	float H_5jn71r1 = H_40uwkv + H_9xg1dg;
	vec2 H_1wmood = vec2(H_1e5uc91, H_5jn71r1);
	vec2 H_tnk6nb = H_1wmood * H_z234mk;
	vec2 H_1vobsg1 = C_vec2p0d5p + H_tnk6nb;
	vec2 H_qwu0b4 = H_ts6vqy1 * g_vTexCoordScroll1;
	vec2 H_kh09gh1 = H_1vobsg1 + H_qwu0b4;
	vec2 H_lf7c0o1 = H_kh09gh1 + g_vTexCoordOffset1;
	vec4 H_uhls7d = vec4(H_qjgmif.x, H_qjgmif.y, H_lf7c0o1.x, H_lf7c0o1.y);
	o.member5 = H_uhls7d;
	float param7 = C_0d0174533 * g_flTexCoordRotate2;
	vec2 H_86eb9b1 = vec2(g_flTexCoordScale2);
	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_nqti1j = H_86eb9b1 * H_l2rbw31;
	vec2 H_j82nck = C_vec2p0d5p + H_nqti1j;
	vec2 H_r79114 = H_ts6vqy1 * g_vTexCoordScroll2;
	vec2 H_iutn6f = H_j82nck + H_r79114;
	vec2 H_ecewc1 = H_iutn6f + g_vTexCoordOffset2;
	vec4 H_cc01s61 = o.member6;
	H_cc01s61.xy = H_ecewc1.xy;
	o.member6 = H_cc01s61;
	float param8 = C_0d0174533 * g_flTexCoordRotate3;
	vec2 H_17rqgn1 = vec2(g_flTexCoordScale3);
	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_htam1 = H_17rqgn1 * H_aypb481;
	vec2 H_73nneu1 = C_vec2p0d5p + H_htam1;
	vec2 H_sin1r3 = H_ts6vqy1 * g_vTexCoordScroll3;
	vec2 H_h9lezu1 = H_73nneu1 + H_sin1r3;
	vec2 H_dhaq2d1 = H_h9lezu1 + g_vTexCoordOffset3;
	vec4 H_ccylsl1 = vec4(H_ecewc1.x, H_ecewc1.y, H_dhaq2d1.x, H_dhaq2d1.y);
	o.member6 = H_ccylsl1;
	vec4 vRet = textureLodOffset(g_tTransformTexture, mainIn.member8, C_0d0, C_ivec2p3ca0p);
	o.member2 = vRet;
	vec4 H_f972y51 = o.member3;
	H_f972y51.xyz = mainIn.member3.xyz;
	o.member3 = H_f972y51;
	vec3 H_nxu4q01 = mainIn.member4 * C_vec3p0d5p;
	vec3 H_953cgn = max(H_nxu4q01, C_0d0001);
	vec4 H_aq70c71 = o.member4;
	H_aq70c71.xyz = H_953cgn.xyz;
	o.member4 = H_aq70c71;
	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_euxrm51 = H_g5tqsp * vRet.xyz;
	vec4 H_498olf1 = vRet;
	H_498olf1.xyz = H_euxrm51.xyz;
	o.member2 = H_498olf1;
	vec4 H_simyxt = vec4(mainIn.member3.x, mainIn.member3.y, mainIn.member3.z, C_0d0);
	o.member3 = H_simyxt;
	vec4 H_bhujso = vec4(H_953cgn.x, H_953cgn.y, H_953cgn.z, C_0d0);
	o.member4 = H_bhujso;
	PS_INPUT_gl_vPositionWs_flLinearDepth = o.member0;
	PS_INPUT_gl_vNormalWs_flSpecularAmount = o.member1;
	PS_INPUT_gl_vVertexColor = o.member2;
	PS_INPUT_gl_vColorBlendValues_BlendY = o.member3;
	PS_INPUT_gl_vAlphaBlendValues_BlendZ = o.member4;
	PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1 = o.member5;
	PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3 = o.member6;
	float H_rgxxo6 = C_0d0 - o.member7.y;
	float H_tdu3gi1 = C_2d0 * o.member7.z;
	float H_fbrf2q = H_tdu3gi1 - o.member7.w;
	vec4 H_b1m0271 = o.member7;
	H_b1m0271.yz = vec2(H_rgxxo6, H_fbrf2q);
	gl_Position = H_b1m0271;
	gl_ClipDistance[0] = o.member8;
}