glsl[6] glsl-f39fe9d55838a2d3b98123f4f741e47c
//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
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 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_ivec2p1ca0p = ivec2(1, 0);
const ivec2 C_ivec2p2ca0p = ivec2(2, 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()
{
gl_ClipDistance[0] = C_0d0;
float H_33xh0u1 = float(ivec4(VS_INPUT_gl_vBlendIndices).x);
float H_twpgh9 = H_33xh0u1 + C_2d0;
float H_3qvjkl1 = H_twpgh9 * C_4d0;
float H_u77z731 = H_3qvjkl1 + C_0d5;
float H_jxjzkk = H_u77z731 * g_vInvGBufferSize.z;
vec2 H_bqvuk21 = vec2(H_jxjzkk, C_0d0);
vec2 vBlendTransform0UV = H_bqvuk21 + VS_INPUT_gl_vTransformTextureUV;
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 = textureLod(g_tTransformTexture, H_crnj9e1, C_0d0);
vec4 vMatObjectToWorldRow1 = textureLodOffset(g_tTransformTexture, H_crnj9e1, C_0d0, C_ivec2p1ca0p);
vec4 vMatObjectToWorldRow2 = textureLodOffset(g_tTransformTexture, H_crnj9e1, C_0d0, C_ivec2p2ca0p);
vec4 vAnimationControlWord = textureLod(g_tTransformTexture, VS_INPUT_gl_vTransformTextureUV, C_0d0);
vec4 param = VS_INPUT_gl_vNormalOs * C_vec4p255d0p;
vec4 H_s4fazc1 = param + C_avvsno;
bvec4 H_nqcyuo = lessThan(H_s4fazc1, C_vec4p0d0p);
vec4 ztztSignBits = vec4(H_nqcyuo);
vec4 xyxyAbs = abs(H_s4fazc1);
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, vMatObjectToWorldRow);
float dotres1 = dot(H_crrejn, vMatObjectToWorldRow1);
float dotres2 = dot(H_crrejn, vMatObjectToWorldRow2);
vec3 H_3cij4j1 = vec3(dotres, dotres1, dotres2);
vec3 vNormalWs = normalize(H_3cij4j1);
vec3 H_u8espd = VS_INPUT_gl_vPositionOs * vAnimationControlWord.zzz;
vec4 H_2f7gnb = vec4(H_u8espd.x, H_u8espd.y, H_u8espd.z, C_1d0);
float dotres3 = dot(H_2f7gnb, vMatObjectToWorldRow);
float dotres4 = dot(H_2f7gnb, vMatObjectToWorldRow1);
float dotres5 = dot(H_2f7gnb, vMatObjectToWorldRow2);
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);
vec4 H_i8jodt1 = vec4(vNormalWs.x, vNormalWs.y, vNormalWs.z, C_0d0);
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 param1 = g_flTexCoordRotate0 * C_0d0174533;
vec2 H_6yh3dc1 = vec2(g_flTexCoordScale0);
vec2 vAdjust = VS_INPUT_gl_vTexCoord + C_vec2pa0d5p;
float H_vyry841 = cos(param1);
float H_u7xj891 = sin(param1);
float H_iezkfh = H_vyry841 * vAdjust.x;
float H_mhulsx = H_u7xj891 * vAdjust.y;
float H_y0fmjt1 = H_iezkfh - H_mhulsx;
float H_l6gl2y = H_u7xj891 * vAdjust.x;
float H_h3lkph = H_vyry841 * vAdjust.y;
float H_az4w3d1 = H_h3lkph + H_l6gl2y;
vec2 H_xaeqcg1 = vec2(H_y0fmjt1, H_az4w3d1);
vec2 H_zssnl31 = H_6yh3dc1 * H_xaeqcg1;
vec2 H_w8o9wl = H_zssnl31 + C_vec2p0d5p;
vec2 H_ts6vqy1 = vec2(g_flTime);
vec2 H_plg0l4 = H_ts6vqy1 * g_vTexCoordScroll0;
vec2 H_3o1u4e = H_plg0l4 + H_w8o9wl;
vec2 H_lphbe8 = H_3o1u4e + g_vTexCoordOffset0;
float param2 = C_0d0174533 * g_flTexCoordRotate1;
vec2 H_z234mk = vec2(g_flTexCoordScale1);
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_o65ylk1 = H_d9r3ga * H_z234mk;
vec2 H_330flm = C_vec2p0d5p + H_o65ylk1;
vec2 H_qwu0b4 = H_ts6vqy1 * g_vTexCoordScroll1;
vec2 H_w164nd = H_330flm + H_qwu0b4;
vec2 H_nqfl681 = H_w164nd + g_vTexCoordOffset1;
vec4 H_y1enr4 = vec4(H_lphbe8.x, H_lphbe8.y, H_nqfl681.x, H_nqfl681.y);
float param3 = C_0d0174533 * g_flTexCoordRotate2;
vec2 H_86eb9b1 = vec2(g_flTexCoordScale2);
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_px1u011 = H_86eb9b1 * H_h0lzdt1;
vec2 H_er09gt = C_vec2p0d5p + H_px1u011;
vec2 H_r79114 = H_ts6vqy1 * g_vTexCoordScroll2;
vec2 H_zaxuyv = H_er09gt + H_r79114;
vec2 H_hdefer1 = H_zaxuyv + g_vTexCoordOffset2;
float param4 = C_0d0174533 * g_flTexCoordRotate3;
vec2 H_17rqgn1 = vec2(g_flTexCoordScale3);
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_u9vewx = H_17rqgn1 * H_pzs58z;
vec2 H_2x8nm4 = C_vec2p0d5p + H_u9vewx;
vec2 H_sin1r3 = H_ts6vqy1 * g_vTexCoordScroll3;
vec2 H_fl3u25 = H_2x8nm4 + H_sin1r3;
vec2 H_kxpfla = H_fl3u25 + g_vTexCoordOffset3;
vec4 H_8xdht8 = vec4(H_hdefer1.x, H_hdefer1.y, H_kxpfla.x, H_kxpfla.y);
vec4 vRet = textureLodOffset(g_tTransformTexture, VS_INPUT_gl_vTransformTextureUV, C_0d0, C_ivec2p3ca0p);
vec3 H_9jgiys = VS_INPUT_gl_vAlphaBlendValues * C_vec3p0d5p;
vec3 H_7rv8k2 = max(H_9jgiys, C_0d0001);
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_euxrm51 = H_g5tqsp * vRet.xyz;
vec4 H_498olf1 = vRet;
H_498olf1.xyz = H_euxrm51.xyz;
vec4 H_unzlmm1 = vec4(VS_INPUT_gl_vColorBlendValues.x, VS_INPUT_gl_vColorBlendValues.y, VS_INPUT_gl_vColorBlendValues.z, C_0d0);
vec4 H_cobels1 = vec4(H_7rv8k2.x, H_7rv8k2.y, H_7rv8k2.z, C_0d0);
PS_INPUT_gl_vPositionWs_flLinearDepth = H_l3q6cr1;
PS_INPUT_gl_vNormalWs_flSpecularAmount = H_i8jodt1;
PS_INPUT_gl_vVertexColor = H_498olf1;
PS_INPUT_gl_vColorBlendValues_BlendY = H_unzlmm1;
PS_INPUT_gl_vAlphaBlendValues_BlendZ = H_cobels1;
PS_INPUT_gl_vBaseTexCoord0_vBaseTexCoord1 = H_y1enr4;
PS_INPUT_gl_vBaseTexCoord2_vBaseTexCoord3 = H_8xdht8;
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;
}