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open3d / resources / normals.filamat
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SREV_TAM
EMAN_TAMnormalsLDMS_TAMNMOD_TAMMFER_TAMTFER_TAM BIU_TAMBMaterialParamspointSize_doubleSided BIS_TAMMaterialParams BUS_TAMMaterialParamsSSOD_TAMISOD_TAMNELB_TAMDMRT_TAMSWED_TAMIRWC_TAMIRWD_TAMSETD_TAMOMUC_TAMPORP_TAMDAHS_TAMLMHS_TAMROIC_TAMAQER_TAMAAPS_TAMRAVS_TAMš™>RHTS_TAMÍÌL>ODEV_TAMRTNI_TAMPDSC_TAMTXET_CIDP–#version 410layout(std140) uniform FrameUniforms{mat4 a;mat4 b;mat4 c;mat4 d;mat4 e;mat4 f;mat4 g[4];vec4 h;vec4 i;vec3 j;float k;vec4 l;vec4 m;vec3 n;uint o;vec3 p;uint q;vec3 r;float s;vec4 t;uvec2 u;vec2 v;float w;float x;float y;float z;vec3 az[9];vec4 bz;float cz;float dz;float ez;uint fz;vec3 gz;float hz;float iz;float jz;float kz;float lz;vec3 mz;float nz;float oz;float pz;float qz;uint rz;float sz;float tz;float uz;float vz;vec2 wz;vec2 xz;vec4 yz[60];} frameUniforms;layout(std140) uniform ObjectUniformsmat3 b;vec4 c;int d;int e;uint f;float g;} objectUniforms;layout(std140) uniform MaterialParamsfloat a;uint b;} materialParams;layout(location = 0) in vec4 mesh_position;layout(location = 8) in vec4 mesh_custom0;layout(location = 0) out vec4 variable_normalWorld;layout(location = 4) out vec3 vertex_worldPosition;layout(location = 7) out vec4 vertex_position;void main()vec4 _249 = (objectUniforms.a[0] * mesh_position.x) + ((objectUniforms.a[1] * mesh_position.y) + ((objectUniforms.a[2] * mesh_position.z) + objectUniforms.a[3]));gl_PointSize = materialParams.a;vec3 _263 = objectUniforms.b * ((vec3(0.0, 0.0, 1.0) + ((vec3(2.0, -2.0, -2.0) * mesh_custom0.x) * mesh_custom0.zwx)) + ((vec3(2.0, 2.0, -2.0) * mesh_custom0.y) * mesh_custom0.wzy));variable_normalWorld = vec4(_263.x, _263.y, _263.z, vec4(0.0).w);vertex_worldPosition = _249.xyz;gl_Position = frameUniforms.e * _249;vertex_position = gl_Position;gl_Position.z = dot(gl_Position.zw, frameUniforms.wz);}layout(location = 4) in vec3 vertex_worldPosition;layout(location = 7) in vec4 vertex_position;layout(location = 0) in vec4 variable_normalWorld;layout(location = 0) out vec4 fragColor;vec3 _181 = (variable_normalWorld.xyz * 0.5) + vec3(0.5);fragColor = vec4(_181.x, _181.y, _181.z, vec4(1.0).w);layout(std140) uniform BonesUniformsvec4 a[1024];} bonesUniforms;layout(location = 9) in vec4 mesh_custom1;layout(location = 10) in vec4 mesh_custom2;layout(location = 11) in vec4 mesh_custom3;layout(location = 5) in uvec4 mesh_bone_indices;layout(location = 6) in vec4 mesh_bone_weights;layout(location = 12) in vec4 mesh_custom4;layout(location = 13) in vec4 mesh_custom5;layout(location = 14) in vec4 mesh_custom6;layout(location = 15) in vec4 mesh_custom7;vec4 _708;if (objectUniforms.e == 1)_708 = (((mesh_position + (mesh_custom0 * objectUniforms.c.x)) + (mesh_custom1 * objectUniforms.c.y)) + (mesh_custom2 * objectUniforms.c.z)) + (mesh_custom3 * objectUniforms.c.w);else_708 = mesh_position;vec4 _709;if (objectUniforms.d == 1)uint _440 = mesh_bone_indices.x * 4u;vec3 _487 = _708.xyz * bonesUniforms.a[_440 + 2u].xyz;uint _446 = mesh_bone_indices.y * 4u;vec3 _528 = _708.xyz * bonesUniforms.a[_446 + 2u].xyz;uint _453 = mesh_bone_indices.z * 4u;vec3 _569 = _708.xyz * bonesUniforms.a[_453 + 2u].xyz;uint _460 = mesh_bone_indices.w * 4u;vec3 _610 = _708.xyz * bonesUniforms.a[_460 + 2u].xyz;vec3 _465 = (((((_487 + (cross(bonesUniforms.a[_440].xyz, cross(bonesUniforms.a[_440].xyz, _487) + (_487 * bonesUniforms.a[_440].w)) * 2.0)) + bonesUniforms.a[_440 + 1u].xyz) * mesh_bone_weights.x) + (((_528 + (cross(bonesUniforms.a[_446].xyz, cross(bonesUniforms.a[_446].xyz, _528) + (_528 * bonesUniforms.a[_446].w)) * 2.0)) + bonesUniforms.a[_446 + 1u].xyz) * mesh_bone_weights.y)) + (((_569 + (cross(bonesUniforms.a[_453].xyz, cross(bonesUniforms.a[_453].xyz, _569) + (_569 * bonesUniforms.a[_453].w)) * 2.0)) + bonesUniforms.a[_453 + 1u].xyz) * mesh_bone_weights.z)) + (((_610 + (cross(bonesUniforms.a[_460].xyz, cross(bonesUniforms.a[_460].xyz, _610) + (_610 * bonesUniforms.a[_460].w)) * 2.0)) + bonesUniforms.a[_460 + 1u].xyz) * mesh_bone_weights.w);_709 = vec4(_465.x, _465.y, _465.z, _708.w);_709 = _708;vec4 _644 = (objectUniforms.a[0] * _709.x) + ((objectUniforms.a[1] * _709.y) + ((objectUniforms.a[2] * _709.z) + objectUniforms.a[3]));vec3 _658 = objectUniforms.b * ((vec3(0.0, 0.0, 1.0) + ((vec3(2.0, -2.0, -2.0) * mesh_custom0.x) * mesh_custom0.zwx)) + ((vec3(2.0, 2.0, -2.0) * mesh_custom0.y) * mesh_custom0.wzy));variable_normalWorld = vec4(_658.x, _658.y, _658.z, vec4(0.0).w);vertex_worldPosition = _644.xyz;gl_Position = frameUniforms.e * _644;uniform samplerCube light_iblSpecular;vec3 _355 = (variable_normalWorld.xyz * 0.5) + vec3(0.5);fragColor = vec4(_355.x, _355.y, _355.z, vec4(1.0).w);vec3 _289 = vertex_worldPosition - frameUniforms.j;vec4 _533;if (frameUniforms.nz > 0.0)float _402 = length(_289);float _405 = max(0.001000000047497451305389404296875, _289.y);float _415 = frameUniforms.nz * ((1.0 - exp((-frameUniforms.lz) * _405)) / _405);float _431 = min(max(1.0 - exp2(-(_415 * max(_402 - frameUniforms.iz, 0.0))), 0.0), frameUniforms.jz);vec3 _529;if (frameUniforms.qz > 0.0)_529 = frameUniforms.mz * (textureLod(light_iblSpecular, _289, frameUniforms.cz).xyz * frameUniforms.x);_529 = frameUniforms.mz;vec3 _453 = _529 * _431;vec3 _532;if (frameUniforms.pz > 0.0)_532 = _453 + ((frameUniforms.l.xyz * frameUniforms.l.w) * (pow(max(dot(_289, frameUniforms.p) / _402, 0.0), frameUniforms.pz) * max(1.0 - exp2(-(_415 * max(_402 - frameUniforms.oz, 0.0))), 0.0)));_532 = _453;vec3 _501 = (fragColor.xyz * (1.0 - _431)) + _532;_533 = vec4(_501.x, _501.y, _501.z, fragColor.w);_533 = fragColor;fragColor = _533;float _67 = (-((frameUniforms.a[0] * vertex_worldPosition.x) + ((frameUniforms.a[1] * vertex_worldPosition.y) + ((frameUniforms.a[2] * vertex_worldPosition.z) + frameUniforms.a[3]))).z) / abs(frameUniforms.dz);float _70 = dFdx(_67);float _73 = dFdy(_67);fragColor = vec4(_67, (_67 * _67) + (0.25 * ((_70 * _70) + (_73 * _73))), 0.0, 0.0);LSLG_TAM”
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