glsl[21] glsl-e31485c4229b814ec0b763711dedbd6e
//ATTRIBMAP-00-30-50-51-52-53-20-5D-xx
#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;
float 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 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_2 = 2;
const int C_8 = 8;
const int C_1 = 1;
const float C_1d0 = 1.0;
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;
const float C_2d0 = 2.0;
void main()
{
PS_INPUT o;
PS_INPUT mainOut;
gl_ClipDistance[0] = C_0d0;
float H_6zu10h = VS_INPUT_gl_vTransformTextureUV.x * C_4d0;
int H_kqhhaf = int(H_6zu10h);
int H_iu02zk1 = ivec4(VS_INPUT_gl_vBlendIndices).x << C_2;
int nStartOffset = H_iu02zk1 + C_8;
int nBoneOffset = H_kqhhaf + nStartOffset;
int H_48cnfx = nBoneOffset + C_1;
int H_pyp8oq = C_2 + nBoneOffset;
vec4 H_xf03ot = vec4(VS_INPUT_gl_vNormalOs.x, VS_INPUT_gl_vNormalOs.y, VS_INPUT_gl_vNormalOs.z, C_0d0);
float dotres = dot(H_xf03ot, g_flTransformData[nBoneOffset]);
float dotres1 = dot(H_xf03ot, g_flTransformData[H_48cnfx]);
float dotres2 = dot(H_xf03ot, g_flTransformData[H_pyp8oq]);
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_1sabin = VS_INPUT_gl_vPositionOs * g_flTransformData[H_kqhhaf].zzz;
vec4 H_zod1gk1 = vec4(H_1sabin.x, H_1sabin.y, H_1sabin.z, C_1d0);
float dotres3 = dot(H_zod1gk1, g_flTransformData[nBoneOffset]);
float dotres4 = dot(H_zod1gk1, g_flTransformData[H_48cnfx]);
float dotres5 = dot(H_zod1gk1, g_flTransformData[H_pyp8oq]);
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;
vec3 H_dgzhuw1 = normalize(H_uktff21);
vec3 H_qf9c0z = C_vec3p0d0p - H_dgzhuw1;
vec3 vReflectedLightDirWs = reflect(g_vGlobalLightDir, vNormalWs);
float param = dot(H_qf9c0z, vReflectedLightDirWs);
float misc3a = clamp(param, C_0d0, C_1d0);
float param1 = pow(misc3a, C_16d0);
float misc3a1 = clamp(param1, C_0d0, C_1d0);
vec4 H_tewgcl1 = vec4(vNormalWs.x, vNormalWs.y, vNormalWs.z, misc3a1);
o.member1 = H_tewgcl1;
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 param2 = g_flTexCoordRotate0 * C_0d0174533;
vec2 H_6yh3dc1 = vec2(g_flTexCoordScale0);
vec2 vAdjust = VS_INPUT_gl_vTexCoord + C_vec2pa0d5p;
float H_wniv4d1 = cos(param2);
float H_5djdwf1 = sin(param2);
float H_c5sk39 = H_wniv4d1 * vAdjust.x;
float H_j48c411 = H_5djdwf1 * vAdjust.y;
float H_5lge73 = H_c5sk39 - H_j48c411;
float H_kfmcu01 = H_5djdwf1 * vAdjust.x;
float H_budkd9 = H_wniv4d1 * vAdjust.y;
float H_e3qiao = H_budkd9 + H_kfmcu01;
vec2 H_d9r3ga = vec2(H_5lge73, H_e3qiao);
vec2 H_3c8q8x = H_6yh3dc1 * H_d9r3ga;
vec2 H_f1bprt = H_3c8q8x + C_vec2p0d5p;
vec2 H_ts6vqy1 = vec2(g_flTime);
vec2 H_plg0l4 = H_ts6vqy1 * g_vTexCoordScroll0;
vec2 H_agfifj1 = H_f1bprt + H_plg0l4;
vec2 H_c73zja1 = H_agfifj1 + g_vTexCoordOffset0;
vec4 H_9ftzl71 = o.member5;
H_9ftzl71.xy = H_c73zja1.xy;
o.member5 = H_9ftzl71;
float param3 = C_0d0174533 * g_flTexCoordRotate1;
vec2 H_z234mk = vec2(g_flTexCoordScale1);
float H_x6o6531 = cos(param3);
float H_wftr481 = sin(param3);
float H_39rb4g = H_x6o6531 * vAdjust.x;
float H_0xbs4o = H_wftr481 * vAdjust.y;
float H_9k40i11 = H_39rb4g - H_0xbs4o;
float H_zlxreo = H_wftr481 * vAdjust.x;
float H_4k5cuf = H_x6o6531 * vAdjust.y;
float H_wl9kjg = H_4k5cuf + H_zlxreo;
vec2 H_h0lzdt1 = vec2(H_9k40i11, H_wl9kjg);
vec2 H_37rmjh1 = H_h0lzdt1 * H_z234mk;
vec2 H_mpe0qp = C_vec2p0d5p + H_37rmjh1;
vec2 H_qwu0b4 = H_ts6vqy1 * g_vTexCoordScroll1;
vec2 H_yyxi0n = H_mpe0qp + H_qwu0b4;
vec2 H_i57jsa1 = H_yyxi0n + g_vTexCoordOffset1;
vec4 H_m2yrnq = vec4(H_c73zja1.x, H_c73zja1.y, H_i57jsa1.x, H_i57jsa1.y);
o.member5 = H_m2yrnq;
float param4 = C_0d0174533 * g_flTexCoordRotate2;
vec2 H_86eb9b1 = vec2(g_flTexCoordScale2);
float H_mwr5m3 = cos(param4);
float H_jsp6w51 = sin(param4);
float H_sa307h1 = H_mwr5m3 * vAdjust.x;
float H_qfqblu = H_jsp6w51 * vAdjust.y;
float H_uhmpaq = H_sa307h1 - H_qfqblu;
float H_p4cbvu = H_jsp6w51 * vAdjust.x;
float H_rzozgh1 = H_mwr5m3 * vAdjust.y;
float H_vl7nyp1 = H_p4cbvu + H_rzozgh1;
vec2 H_pzs58z = vec2(H_uhmpaq, H_vl7nyp1);
vec2 H_gf474y = H_86eb9b1 * H_pzs58z;
vec2 H_xh8dgo1 = C_vec2p0d5p + H_gf474y;
vec2 H_r79114 = H_ts6vqy1 * g_vTexCoordScroll2;
vec2 H_vqqmwy = H_r79114 + H_xh8dgo1;
vec2 H_v2ub11 = H_vqqmwy + g_vTexCoordOffset2;
vec4 H_cc01s61 = o.member6;
H_cc01s61.xy = H_v2ub11.xy;
o.member6 = H_cc01s61;
float param5 = C_0d0174533 * g_flTexCoordRotate3;
vec2 H_17rqgn1 = vec2(g_flTexCoordScale3);
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_vg9v3f = H_17rqgn1 * H_2piom;
vec2 H_b7lhvk = C_vec2p0d5p + H_vg9v3f;
vec2 H_sin1r3 = H_ts6vqy1 * g_vTexCoordScroll3;
vec2 H_4f6zzj1 = H_b7lhvk + H_sin1r3;
vec2 H_y6f6un = H_4f6zzj1 + g_vTexCoordOffset3;
vec4 H_kqt4om1 = vec4(H_v2ub11.x, H_v2ub11.y, H_y6f6un.x, H_y6f6un.y);
o.member6 = H_kqt4om1;
int H_d9pypl = H_kqhhaf + C_3;
o.member2 = g_flTransformData[H_d9pypl];
vec4 H_f972y51 = o.member3;
H_f972y51.xyz = VS_INPUT_gl_vColorBlendValues.xyz;
o.member3 = H_f972y51;
vec3 H_9jgiys = VS_INPUT_gl_vAlphaBlendValues * C_vec3p0d5p;
vec3 H_7rv8k2 = max(H_9jgiys, C_0d0001);
vec4 H_aq70c71 = o.member4;
H_aq70c71.xyz = H_7rv8k2.xyz;
o.member4 = H_aq70c71;
vec3 vLinearSegment = VS_INPUT_gl_vBlendColorTint / C_vec3p12d92p;
vec3 H_e3ai8x = VS_INPUT_gl_vBlendColorTint / C_vec3p1d055p;
vec3 H_rq9rhu1 = H_e3ai8x + C_bw96as;
vec3 vExpSegment = pow(H_rq9rhu1, C_vec3p2d4p);
bool H_imsmae = VS_INPUT_gl_vBlendColorTint.x > C_0d04045;
float select = H_imsmae ? vExpSegment.x : vLinearSegment.x;
bool H_d2bi461 = VS_INPUT_gl_vBlendColorTint.y > C_0d04045;
float select1 = H_d2bi461 ? vExpSegment.y : vLinearSegment.y;
bool H_ctsg351 = VS_INPUT_gl_vBlendColorTint.z > C_0d04045;
float select2 = H_ctsg351 ? vExpSegment.z : vLinearSegment.z;
vec3 H_g5tqsp = vec3(select, select1, select2);
vec3 H_82sc5 = H_g5tqsp * g_flTransformData[H_d9pypl].xyz;
vec4 H_sk9xfo = g_flTransformData[H_d9pypl];
H_sk9xfo.xyz = H_82sc5.xyz;
o.member2 = H_sk9xfo;
vec4 H_unzlmm1 = vec4(VS_INPUT_gl_vColorBlendValues.x, VS_INPUT_gl_vColorBlendValues.y, VS_INPUT_gl_vColorBlendValues.z, C_0d0);
o.member3 = H_unzlmm1;
vec4 H_cobels1 = vec4(H_7rv8k2.x, H_7rv8k2.y, H_7rv8k2.z, C_0d0);
o.member4 = H_cobels1;
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_d94dkd1 = o.member7.z * C_2d0;
float H_7dzuxj = H_d94dkd1 - o.member7.w;
vec4 H_b1m0271 = o.member7;
H_b1m0271.yz = vec2(H_rgxxo6, H_7dzuxj);
gl_Position = H_b1m0271;
gl_ClipDistance[0] = o.member8;
}