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Version:
0.19.0 ▾
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SREV_TAM
EMAN_TAM normals LDMS_TAM NMOD_TAM MFER_TAM TFER_TAM BIU_TAMB MaterialParams pointSize _doubleSided BIS_TAM MaterialParams BUS_TAM MaterialParams SSOD_TAM ISOD_TAM NELB_TAM DMRT_TAM SWED_TAM IRWC_TAM IRWD_TAM SETD_TAM OMUC_TAM PORP_TAM DAHS_TAM LMHS_TAM ROIC_TAM AQER_TAM AAPS_TAM RAVS_TAM >RHTS_TAM ÍÌL>ODEV_TAM RTNI_TAM PDSC_TAM TXET_CIDP #version 410 layout(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 ObjectUniforms mat3 b; vec4 c; int d; int e; uint f; float g; } objectUniforms; layout(std140) uniform MaterialParams float 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 BonesUniforms vec4 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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